2nd Edition

Writing for Games Theory and Practice

By Hannah Nicklin Copyright 2027
336 Pages
by CRC Press

336 Pages
by CRC Press

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.... Read more

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

Biography

Hannah Nicklin is an award-winning narrative and game designer, writer and academic who has been practising for over 15 years. She works hard to create playful experiences that see people and make people feel seen and also argues for making games a more radical space through mentoring, advocacy and redefining processes. Trained as a playwright, Nicklin moved into interactive practices after a PhD in the field, has run a mid-sized indie studio, and has contributed significantly to or directed 5 shipped titles.

She wrote this book for you.

Praise for the first edition:

"Hannah Nicklin's Writing for Games is an essential manual for anyone working on games, whether they are story-driven or not. It is a comprehensive overview of the process of writing for games, and what it actually means in context, how it is integrated in the process of production, and how it relates to writing for other media. As an interdisciplinary text, it is the perfect bridge for writers from other media into games; at the same time, it also helps game designers and developers understand how writing connects games to other disciplines and guides the reader to how to draw inspiration from them. Even if the reader does not intend to be a writer, Writing for Games is a very accessible text to understand the work of writers and narrative designers, providing detailed strategies to incorporate games and stories successfully. The advice and lessons all come from practice and first-hand knowledge, which ensures that the learnings are relevant to day-to-day practices of game development. All told with a very personable and approachable tone - a joy to read." – Clara Fernandez-Vara, Associate Arts Professor, New York University