Documente Academic
Documente Profesional
Documente Cultură
Bryant, Robert D., and Keith Giglio. Slay the Dragon Writing Great Video Games. 2,
This book is Formatted very much like the one before, a self help book like format
faster rate than many other industries. Video games didn’t exist 50 years,
most experts saying the first game to be released was Pong in 1972. A dot
bouncing off of two long dots, now we have long epics that have been
compared to movies in terms of story and production value. A lot can happen
acceptable and new technology has expanded our reach in terms of what
Developers can accomplish with the medium. Most of the information found
within this novel is very similar as the one above, only different is that the
depth of the content is greater than Slay the Dragon. As well as the new topic
the information pertaining to the game, it is filled with any and all knowledge of
the game, even information that will never find it’s way into the game, for
example: the entire history of the world that the game takes place in, maps
and history of towns and characters, family trees, relationship maps, ext. I
began to keep one of my own after reading and learning about the importance
of one.
Dille, Flint, and John Z. Platten. The ultimate Guide to Video Game Writing and
This book mainly focuses on the writing aspects of making a video game, going over
the differences between screenplays, stage writes, and fictional novels, pitfalls
one might fall into when first writing for a video game, what is the writers job in
the video game, the unique aspects of writing for an interactive medium, and
Many more. The book is written as a self-help book where each chapter goes
over a different aspect of the craft, letting the reader bounce around if needed.
Each chapter also ends with activity for you to practice the concepts brought
The book was written by experts in the gaming industry who have worked on
projects such as gears of War, Halo, and more. The book was written in 2012,
a little outdated with the advancements in technology and how the medium is
being handled but contains enough familiar ground to still be helpful towards
my project
I was able to use the lessons in the book to better my writing in different ways, one of
the lessons I learned was that the main driving point of stories and drama are
the characters. There are 2 major groups that characters fall into when
designing video games, 1. Player stand ins, and 2. Independent characters.
The first group is somewhat self explanatory, these characters act as black
slates, tabula rasa you might say, for the player to project themselves on.
They act as the gateway that allows the player to become immersed in the
world you have created. They can either be very generic with brown eyes and
brown hair, or you can implement a character creation tool that allows your
players to create their own character. These characters will almost always
have either no dialogue or have every conversation have a dialogue tree. The
player must also be able to name the character, it is hard to try to imagine
broken by you being called by a different name. The second ground are
characters that act more like the ones in the other forms of media, The player
is simply experiencing their story with them. They are in direct control of the
player, but they are not the character themselves. These types of characters
are good when trying to tell a certain type of story, one where if the player had
the choice to be evil and start bad mouthing every NPC (non playable
character) it wouldn’t bold well. The first character relies on the situation that
they are placed in, and the supporting cast to keep the player’s interest. The
gameplay takes the focus when it comes to a game like that. The 2nd type of
character relies heavily on the writing of the story to keep the player's
attention; Now that you won't have that Immediate connection between the
player and the character. You will have to spend time forging that connection
between the character and the player. Once you have that connection is
easier to keep the player playing as they will want to see through these
//www.youtube.com/watch?v=KG1ziCvLkJ0&list=PLB9B0CA00461BB187.
Extra Credits is a web series created by a game designer as a college final, but then
developed into a education series that covers all things about the gaming
industry, including but not limited to: How to start and finish your first game,
up and coming tech and how it might benefit the development scene, and
designers, programers, writers, producers, and more. All of them have worked
in the industry, and most still continue to do so doing extra credits only as a
side job. The series is still going and is even used in some collage in their
create your first video game was especially helpful for me this time, in it they
cover everything that needs to be done when making your first game, going
over things that many people forget when they get started and get all caught
up in the process. Going over topics such as a minimal viable product, a topic
RPG Maker Forums is a forum page for the RPG Maker engine, where moderators
Each post is rated by the people who view the post making sure that the
used this site as my go-to site if I had a question or problem with RPG Maker
research. The advice and help I got from here were often more nuanced and
better informed as the people here were much more familiar with RPG Maker