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    GAME WRITING:NARRATIVE SKILLS

    FOR VIDEOGAMES

    EDITED BY

    CHRIS BATEMAN

    R I V E RM E D I A

    CHARLES RIVER MEDIABoston, Massachusetts

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    • Contents

    AcknowledgmentsAbout the AuthorsPreface

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    1 Introduction to Game NarrativeRichard Dansky

    Definition of TermsStoryCharacterSettingBackstoryCut ScenesScripted EventsIn-Game Artifacts

    What Is the Purpose of Game Narrative?ImmersionRewardIdentification

    What Makes Game Writing Unique?What Are the Basics of Game Writing?

    Keeping Gameplay in the WritingUsing the Tools the Game Provides

    What Are the Tasks Involved?StoryDialogueSupporting TextsCut Scenes and Scripted EventsOther Tasks

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    vi Contents

    Creating Story 13Story Arc 13Pacing 13Climax 14

    Creating Characters 14Immersion 16Unique Challenges and Pitfalls 17The Writer and the Development Team 19

    Writer and Producer 19Writer and Designer 20Writer and Programmer 20Writer and Artist 21

    The Pragmatics of Game Writing 21Conclusion 23

    2 The Basics of Narrative 25Stephen Jacobs

    Plot 25Aristotle's Poetics Model 26Joseph Campbell's Hero's Journey Model 27Syd Field's Screenplay Model 30Bending and Breaking Models 31Examining Star Wars 32

    Character 35Archetypes 36

    Remaining Aristotelian Concepts 39Theme 39

    Diction and Pattern 39Spectacle 40

    Conclusion 41

    3 Writing for Games 43Richard Boon

    Game Narrative 43

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    Contents vii

    Implicit NarrativeFormal NarrativeInteractive NarrativeInteractive Story

    The Game WriterNarrative DeliveryGame StructureProgress StructureStructuring the StoryPlayer Agency

    Conclusion: A Suggested Writing ProcessProperty AnalysisStory Overview/Story DesignNarrative DesignCut Scene CreationFull Design/Level AnalysisIn-Game Narrative MaterialsInitial Testing and CheckingDialogue Recording

    Final Testing and Checking

    4 Nonlinear Game NarrativeMary DeMarle

    Story versus GameMerging Story and GameLeveraging Player ExperienceTechniques for Embedding Story

    Eliminate Internal InconsistenciesIdentify Storytelling VehiclesLayer in the DetailsThink Modular

    Conclusion

    5 Keeping the Player on TrackChris Bateman

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    Viii Contents

    Freedom versus Clarity 85The Spine of the Game and the Golden Path 87

    Example: Game Spines 88

    Which Path to Signpost? 88Breadcrumbing: Following the Path 89

    Physical Trails of Breadcrumbs 90Breadcrumbs in Dialogue 91Options in Dialogue 93Triggering Events 94Dead Ends 95

    Funneling: Leading Back to the Path 95

    The Edge of the World 98Funneling by Area 99

    The Player's Peace of Mind 99Warning Signs: Proceed with Caution 100Simple versus Cryptic Language 100

    Conclusion 101

    6 Game Characters 103Andrew S. Walsh

    Character versus Icon 103Purpose and Personality 104

    Purpose 105Personality 108

    Types of Character 110The Protagonist 110Antagonists 113

    Non-Player Characters 116Bringing a Character to Life 118

    Traits 118Characteristics 120Stock Characters 122Character Sheets and Bibles 122Maintaining a Character 123