By Request: Game Writing and Design Primers

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A while back, I was having a conversation with someone about what books I would recommend for someone who was trying to break into game writing but hadn't had much experience with game design, just the writing part (not that I've really been more successful, to be quite fair).  Since I've been doing a lot of reading on the topic since I applied for a job at Obsidian Entertainment about 4 years ago.  Even though I was rejected (and quite frankly, considering how little I really knew about game design and how amateurish the example material I sent them was, I can't blame them), I got what was perhaps the best rejection letter I've ever seen.  Instead of the usual "thank you for your interest, but at this time, blah blah blah" stuff you usually get, I got about a two page letter back giving me a pretty detailed analysis of my application and example work and giving me suggestions for what to do to improve my chances of breaking into the industry, even suggesting a I try for a junior position at a couple other places.  That's a class act, and I really wish more places took the time to do that.

Anyway, one of the suggestions they made was to read more about game design and game writing, which is considerably different from writing a novel or short story; in fact, one of the common problems with game writers is "frustrated novelist syndrome."  I definitely have become a better writer since I started reading up on this stuff, especially when I think about my writing as it pertains to games, even in pen and paper stuff.  I would encourage other people with a similar interest to read up on game writing as well.

So, here's a list of a few books I've read over the last few years:

  • Creating Emotion in Games, by David Freeman.  This book does a good job of describing how to create characters that people will find compelling and really empathize with, and how you can use that to build a strong story around those characters.  The book's introduction also has a good breakdown that highlights the unique challenges of game writing (or, as Freeman suggests as a better term, "emotioneering") compared to screenwriting or other more linear narratives.  Definitely a good book for beginning writers to pick up, or for people who are trying to transition into game writing from a more traditional writing perspective.
  • Game Architecture and Design, by Andrew Rollings and Dave Morris.  Especially if you've never worked in the industry, this book is a good primer for how books go from concept stage, through development, and finally to a finished product, with a heavy emphasis how to create compelling, interesting gameplay as well as keep your work manageable.  This book is less about writing and more about the overall process of game design, which it is important to understand if you want to do any sort of work in the gaming industry.
  • Andrew Rollings and Ernest Adams on Game Design, by Andrew Rollings and Ernest Adams.  Another book like the previous one, this one focuses on the basic concepts behind game design in practice and theory, as well as an overview of the game design challenges in a variety of genres.  If you're looking for a quick primer on how game design works at a higher level than the previous book, this may be the one for you.
  • Developing Online Games, by Jessica Mulligan and Bridgette Patrovsky.  This one is more focused on creating online games, especially MMOs.  Though perhaps a bit out of date, since it was published in 2003, it still has important lessons to teach about all sorts of design and management issues for MMOs and other online games.  The book discusses everything from the planning and budgeting for an MMO, to the design, to preparing for launch, and finally, to managing the game after it's been released.  It also includes a post-mortem of Anarchy Online, which Mulligan worked on, and some additional articles on topics such as player psychology, managing disruptive behavior, increasing player retention, and Dr. Richard Bartle's rather famous "Players Who Suit MUDs" article, which is a must read for anyone developing games with a social component.
I have a few other books, but to be honest I don't remember which I have read and which I haven't sometimes.  These are the four that I think stick out in my mind the most, and definitely a good start for anyone looking to learn more about game design.


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This page contains a single entry by Chas Blackwell published on June 6, 2008 4:40 PM.

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