1st Edition

Crafty Game Writing Secrets of Great Videogame Narrative

By Alex Epstein Copyright 2025
202 Pages 17 B/W Illustrations
by CRC Press

202 Pages 17 B/W Illustrations
by CRC Press

202 Pages 17 B/W Illustrations
by CRC Press

Every writer dreams of creating their own game world and telling their own stories. But creating a new game from scratch is different from working on an established franchise. If you’re writing for Star Wars or Assassin’s Creed or the Marvel Universe, the groundwork has already been laid for you. But what if you are the person who has to lay that groundwork? Where do you start? How do you... Read more

Introduction: Games Are Fun

Games are fun.

A Caveat

Chapter One: The Player

The player is the hero; the hero is the player

The hero moves the story along

The illusion of player agency

Plot Logic and Ludo-Narrative Dissonance

Side Quests

Chapter Two: Story

What is story?

A character we care about

A relatable objective

Obstacles, an opponent, and a personal flaw

Jeopardy

Stakes

The Ghost

Tell your story out loud

It's never only about the monkeys

Surprise vs. inevitability

Schmuck-Baiting

Deus Ex Machina

Theme

Subverting Tropes

A brief note about The Hero’s Journey

Narrative vs. Story

Chapter Three: World Building

Relatability and Strangeness

World story is non-linear

Environmental Narrative

Decals

Readables, etc.

Game Bibles

Chapter Four: Player and Non-Player Characters

NPCs need objectives, too

Flawed characters are more fun

The uncanny valley

Use a character flaw to make sense of a plot hole

Flaws

How can we build flaws into our NPCs?

Make their flaws the story

Make character flaws a core game mechanic

Reveal an NPC flaw as a way of sending you on a new adventure

Up the challenge through NPC character

Emergent flaws

Emotional Gates

Allow the player to define his character through actions.

Character Backstories

Give the protagonist all the best drama

NPCs in different worlds

Research

Chapter Five: Linear vs. Dynamic Narrative

Few Branch Points

The Gauntlet

Branch and Bottleneck aka Branch-and-Merge

State-Tracking, aka Factions

Let the player make their own story

Change the Meaning by Changing the Backstory

Explorable Story Space

Emergent Story

Chapter Six: Narrative Delivery Systems

Gameplay

Cinematics

Animatics

Tableaux vivants and other hybrid systems

In-game Conversations

Static Conversations

Dynamic In-game Conversations

Branching Conversations

Ambient Conversations

Systemic Dialogue, aka Barks

Audio Only

Audio-only Conversations

Narration

Self-Talk

Systemic Self-Talk aka PC Barks

Audio Logs

Environmental Narrative

Text

Readables

Player-pulled

User Interface Text

Readables are under the radar

Games Titles

Chapter Seven: Dirty Narrative

What is Dirty Narrative?

Absences

Mysteries

Misleads

Conflicting Narratives

Translucent Lies

Unreliable Narrators

Chapter Eight: Dialog

Dialogue is how we remember people talking.

Dialogue is not logical

One idea per line?

Cheeseburgers are good, too.

Push text into subtext.

Phrasing

Read it out loud.

Say something once, why say it again?

Omit Needless Words

Game dialogue is not movie dialogue.

Period Dialogue

Interlocutors

Branching Dialogue

Branching Dialog for Player Expression

Conversational Challenges

Pay attention to emotions

Software

Voices

Temp Speech

Casting

Trad vs. Method

Callbacks

Chapter Nine: Rewriting

How to take creative criticism

Forestalling Criticism

How to give creative criticism

A word about “ownership”

Listen to the Game

Play other games...

... But consume other media!

How to use AI

Chapter Ten: Breaking Into Video Game Writing

Getting Your First Job

Access

Write!

Portfolio

Website

CV / Resume

A personable letter

Knowledge of games

Free Experience

Writing Tests

Game Programs

War Stories

F&*#$ You Money

“Failure is not an option.”

Appendix – Scene Checklist

Glossary

A Random Assortment of Games to Play

Index

Biography

Alex Epstein has created new video game worlds and characters for both AAA studios and indies. As a narrative director and lead writer for more than a decade, he has been crystallizing tips and tricks for the writers he has coached. That’s this book.

His other books include Crafty Screenwriting: Writing Movies That Get Made and Crafty TV Writing: Thinking Inside the Box.

 "Alex has managed a delicate feat: sharing his experience with those who already understand the craft of writing, but want details on the unique challenges and opportunities of moving that skill set into the interactive space." --Mike Laidlaw, Creative Director, Dragon Age franchise at BioWare from 2009-2017 and founder of Yellow Brick Games

"A superbly comprehensive guide to all the things you need to know but that nobody knows to tell you about game writing, this book is an invaluable resource for the up and comer and the experienced writer alike!" --Richard DanskyCentral Clancy Writer at Ubisoft 2001-2023 and Narrative Director at Romero Games.

"There’s no one way to write a game, and in Crafty Game Writing, Alex admits that right away! But this book does take us through the many moving parts that go into modern narrative games, all told in his friendly conversational style that gets straight-to-the-point. Definitely recommended reading if you want to get crafty with your game writing.” --Richard Rouse IIIStudio Creative Director at FarBridge, Narrative Director for Rainbow 6: Patriots, and Creative Director for The Suffering: Ties That Bind.