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Nicklin

Writing for Games

Theory and Practice

Medium: Buch
ISBN: 978-1-041-15832-5
Verlag: Taylor & Francis Ltd
Erscheinungstermin: 01.12.2026
vorbestellbar, Erscheinungstermin ca. Dezember 2026

Focusing on the independent videogames sector, this second edition of Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in a centuries-long heritage of storytelling, as well as considering the material affordances of videogames and the practical realities of working in game development processes.

Structured into three parts, Theory considers the craft of both games and writing from a theoretical perspective, covering vocabulary for both game and story practices. Case Studies uses three specific game case studies to explore the theory explored in Part I, and seven in-depth interviews with well-known game writers excavating their craft. The Practical Workbook offers a series of provocations, tools, and exercises that gives the reader the means to refine and develop their writing, not just for now, but as a part of a lifelong practice.

The updated new edition adds the in-depth interview section and also contains brand new material on writing for and within genre, on how to be a good collaborator, a section on the problem of using AI/LLM in your practice, and a new introduction.

Writing for Games: Theory and Practice (Second Edition) is an approachable and entry-level text for anyone interested in the craft of writing for videogames.


Produkteigenschaften


  • Artikelnummer: 9781041158325
  • Medium: Buch
  • ISBN: 978-1-041-15832-5
  • Verlag: Taylor & Francis Ltd
  • Erscheinungstermin: 01.12.2026
  • Sprache(n): Englisch
  • Auflage: 2. Auflage 2026
  • Produktform: Kartoniert
  • Seiten: 328
  • Format (B x H): 174 x 246 mm
  • Ausgabetyp: Kein, Unbekannt
  • Vorauflage: 978-1-032-02305-2
Autoren/Hrsg.

Autoren

What to Know About the Second EditionIntroductionPART 1: TheoryChapter 1: CraftChapter 2: Vocabulary - GamesChapter 3: Vocabulary - Story StructureChapter 4: Vocabulary - Story ComponentsChapter 5: Games Writing as a DisciplineChapter 6: Form-Led DesignChapter 7: A Note on Writing Comedy, and for GenreChapter 8: Further ReadingChapter 9: A Note on EthicsPART 2: Case StudiesChapter 10: Introduction to the Case StudiesChapter 11: Character and Dialogue in Life is Strange 2Chapter 12: Ethics and Adaptation in 80 DaysChapter 13: Format and the Heist in Last StopChapter 14: Interviews with Practicing Game WritersPART 3: A Practical WorkbookChapter 15: Introduction to the WorkbookChapter 16: Tools for StartingChapter 17: Tools for DevelopingChapter 18: Tools for FinishingConclusionSelect Glossary of Game TermsBibliography