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Nicklin

Writing for Games

Theory and Practice

Medium: Buch
ISBN: 978-1-041-15833-2
Verlag: Taylor & Francis
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: 9781041158332
  • Medium: Buch
  • ISBN: 978-1-041-15833-2
  • Verlag: Taylor & Francis
  • Erscheinungstermin: 01.12.2026
  • Sprache(n): Englisch
  • Auflage: 2. Auflage 2026
  • Produktform: Gebunden
  • Seiten: 328
  • Format (B x H): 174 x 246 mm
  • Ausgabetyp: Kein, Unbekannt
  • Vorauflage: 978-1-032-02306-9
Autoren/Hrsg.

Autoren

What to Know About the Second Edition

Introduction

PART 1: Theory

Chapter 1: Craft

Chapter 2: Vocabulary – Games

Chapter 3: Vocabulary – Story Structure

Chapter 4: Vocabulary – Story Components

Chapter 5: Games Writing as a Discipline

Chapter 6: Form-Led Design

Chapter 7: A Note on Writing Comedy, and for Genre

Chapter 8: Further Reading

Chapter 9: A Note on Ethics

PART 2: Case Studies

Chapter 10: Introduction to the Case Studies

Chapter 11: Character and Dialogue in Life is Strange 2

Chapter 12: Ethics and Adaptation in 80 Days

Chapter 13: Format and the Heist in Last Stop

Chapter 14: Interviews with Practicing Game Writers

PART 3: A Practical Workbook

Chapter 15: Introduction to the Workbook

Chapter 16: Tools for Starting

Chapter 17: Tools for Developing

Chapter 18: Tools for Finishing

Conclusion

Select Glossary of Game Terms

Bibliography