Writing for Games: Theory & Practice is an approachable and entry-level text for anyone interested in the craft of writing for videogames.
Focussing on the independent videogames sector, this book provides readers with a vocabulary to articulate and build their games writing practice; whether studying games or coming to games from another storytelling discipline. 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 case studies to explore the theory explored in Part 1. The Practical Workbook offers a series of provocations, tools and exercises that give the reader the means to refine and develop their writing, not just for now, but as a part of a life-long practice.
To read free extracts from the book, check out these links:
A free sample of chapter 1 (requires some information - e.g. an email address)
What People Are Saying…
“[…] 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. […] All told with a very personable and approachable tone - a joy to read.”
— Clara Fernandez-Vara,
Associate Arts Professor, New York University.
“[…] I also especially like how it models for the reader an open-minded, reflective, and exploratory kind of artistic practice, one that’s constantly learning from experiences that might not initially seem at all related to games. […] If you’re a newcomer to this field, or if you’re mentoring newcomers, it’s very much worth a look. And even if you’re not, you will likely find valuable approaches especially in the later chapters of Parts I and III.”
— Emily Short,
Creative Director at Failbetter Games.