Game Writing


Book Description

As computer games become more and more like Hollywood productions, the need for good story lines increases. Research shows that stories are highly valued by game players, so today's studios and developers need good writers. Creating narrative - a traditionally static form - for games is a major challenge. Games are at their heart dynamic, interactive systems, so they don't follow the guidelines and rules of film or T.V. writing. Game Writing: Narrative Skills for Videogames addresses these issues and is the first book written to demystify this emerging field. Through the insights and experiences of practicing game writers, the book captures a snapshot of the narrative skills employed in today's game industry. This unique collection of practical articles provides the foundations to the craft of game writing. The articles, written by member of the International Game Developer's (IDGA) Game Writer's SIG, detail aspects of the process from the basics of narrative and non-linear narrative to writing comedy for games and creating compelling characters. Throughout the articles there is a strong emphasis on the skills developers and publishers will expect a game writer to have. The book is suitable for both beginners and experienced writers, and is a detailed guide to all the techniques of game writing. This book is an essential read for anyone wishing to get into this exciting field, particularly for new game writers wanting to hone their skills, and film and T.V. scriptwriters who want to learn how to transfer their skills to the games industry.




The Play Versus Story Divide in Game Studies


Book Description

Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each. The essays reflect the broader history while applying notions of play and story to recent games in an attempt to propel serious analysis.




First Person


Book Description

The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.




No Props No Problem


Book Description

If you're passionate about using interactive group games to help people interact, share and connect - and have no equipment whatsoever - this book is for you.Interactive group games and activities are one of the most powerful (and attractive) ways to help people connect. And research clearly shows that the most successful programs in the world are those which intentionally build trusting and healthy relationships.In this entertaining and simple how-to guide, Mark Collard distils 30+ years of experience to help you harness the power of group games to have fun and leave your group feeling engaged, valued and meaningfully connected to one another. All without props.This book will help you:Learn 150+ interactive group games & activities that people love, are universally appealing & require no props to play;Know the difference between an 'ice-breaker' and an 'ice-maker;'Understand why the latest research demands that we help our groups connect first before we deliver our content;Use five powerful tools to engage unwilling participants, create productive teams & exceed your group's expectations; andApply a simple four-step program design model that is guaranteed to invite your group to play, interact, trust & learn.Exclusive BonusesTo help you make all of this super-easy, No Props No Problem comes with four unique, value-added resources:QR code for every activity to access online video tutorials, leadership tips, variations & so much more;30-Days Free access to playmeo's ever-expanding activity database (premium subscribers already have immediate access);Free Group Games App to access everything in the palm of your hand; andForty Ready-to-Play Program Templates for 12 to 100+ people.This book makes no props, no problem, and will help you squeeze more than just fun out of your programs.Grab your copy of No Props No Problem today.Written by Mark Collard, 2018 (272 pages)




The Game That Never Ends


Book Description

In 1953 Sandy and Alex meet and fall in love in Adelaide, South Australia. She comes from a wealthy Catholic family and he is the son of a shopkeeper and an Anglican. Her mother has marriage plans for her and takes Alex to Italy to keep them apart. He goes to Oxford University where he achieves great success in cricket and rugby football. For the next seven years their love has to overcome many conflicts and is sorely tested by a tragic event and her Catholicism. In 1961 now working in San Francisco and believing Alex lost to him forever, Sandy falls in love and marries Kate but Alex, now finally free of her marriage, returns to him plunging his life into chaos. Will he be able to bring an end to this never ending game?




My Little Pony Tails of Equestria


Book Description

My Little Pony: Tails of Equestria is a storytelling pen and paper game for 2 to 6 players. Players create and role-play as pony heroes who explore and seek adventure in the various lands of Equestria. Guided by a Game Master (GM), players adventure together and use the magic of friendship to overcome obstacles as they learn more about each other and the world around them.




The Story Game


Book Description

"Hypnotic, wise, and thunderously innovative."— T Kira Madden, author of Long Live the Tribe of Fatherless Girls A transcendent, profoundly imaginative memoir that explores the complexities of sisterhood, the cost of expectation, and the power of storytelling to shape—and ultimately repair—a life. In the humid dark of a eucalyptus-scented room, a woman named Hui lies on a mattress telling stories about herself to her listener, a little girl. She talks about her identity as the child of an immigrant, her feelings about being in a mixed-race marriage, her opinions on mental health. But as her stories progress, it becomes clear a volatile secret lurks beneath their surface. There are events in Hui’s past that have great significance for the person she’s become, but that have gone missing from her memory. What is it, exactly, that is haunting Hui? Who is the little girl she talks to? And who is Hui herself? As the conversation continues, what unfolds is a breathtaking, unexpected journey through layers of story toward truth and recovered identity; a memoir that reenacts, in tautly novelistic fashion, the process of healing that author Shze-Hui Tjoa moved through to recover memories lost to complex PTSD and, eventually, reconstruct her sense of self. Stunning in its originality and intimacy, The Story Game is a piercing tribute to selfhood and sisterhood, a genre-shattering testament to the power of imagination, and a one-of-a-kind work of art.




Story of the College Football National Championship Game


Book Description

Learn more about the biggest game of the college football season that has determined the national champion since the late 1990s. The title also features informative sidebars, fun facts and quotes, a glossary, a timeline, a list of bowl records, and further resources. Aligned to Common Core Standards and correlated to state standards. SportsZone is an imprint of Abdo Publishing, a division of ABDO.







The Story of an African Game


Book Description

THE STORY OF AN AFRICAN GAME is a ground-breaking book, the first to cover in detail the history and experiences of black African cricketers in South Africa. It is long overdue, coming 195 years after the first recorded game of cricket in this country was played at the Green Point Common, Cape Town, in 1808. This is a book that will forever change the way we look at South Africa's cricket history and help us understand where the game is heading in the future.