The ultimate guide to video game writing and design.pdf

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游戏剧本设计书。Executive Editor: robert nirkindProject Editor: Steve AtinskProduction Manager: Katherine Happo 2007 by Flint Dille and John Zuur plattenFirst published in 2007 by Lone Eagle Publishing Company,An imprint of Watson-Guptill Publications, the CrownPublishing Groupa division of random house inc New yorkwww.crownpublishing.comwww.watsonguptill.comLibrary of Congress Control Number: 2007922221iSbN:978-0-307-77491-0All rights reservedV3.1T△ BLE OF CONTENTSoverTitle PageCopyrightAcknowledgmentsLEVEL O IntroductionLEVEL 1 The Influences of Storytelling in a DigitalUniverseLEVEL 2 Video Game Story Structure and WorkApproachLEVEL 3 Game Story Theory and DialogueLEVEL 4 Video Game Construction Techniques andStrategiesLEVEL 5 Building CharactersLEVEL 6 Steps to the game Concept and ScriptLEVEL 7 The High-LEVEL Design DocumentLEVEL 8 Game Properties as franchisesLeVEL 9 Inside the Creative ProcessLEVEL 10 The Team and the dynamics of DevelopmentLEVEL 11 Changes. revisions. and creative criticismLEVEL 12 Getting Down to BusinessLEVEL 13 Career ConsiderationsLEVEL 14 End Game: Wrapping It UpGame GlossaryAppendix A: Backwater Game Design Documentppendix B: Sample sequencesAckNOWLEDGMENTSThroughhout our careers we have met and worked with somany talented people who have helped us, influenced uschallenged us, frustrated us, occasionally paid us, andultimately, given us the opportunity to work on a number ofgreat projects. While we cant possibly thank them all, weregoing to try anyway.Thanks to: Rich and The Confederates at Union: cos ofnumerous missions; The villain from High Noon; WGAwNew Media-Suzanne. Bruce. Tim. Dean: The StrikeTeam-Mike. John and rod: Sir francis drake and theDescendants; The Not-So-Secret Agents--Larry, Jared; TheRuby spearmen-Joe, Steve, Marty, Meg, Buzz; WarnerBros. Interactive--Jason, David, Heidi, Gary; ZM; ChristianB. Chris Swain, who is pushing the academic disciplineAlso, thanks to Cliffy and the other Prime Justice SocietyDan Jevons, Dana and the Spectrobytes TheNeo-Cybertronians-Dan and robb The Legion ofSuperheroes-Mr. Nee and Ames; Artificial Minds: Remi,Denis, Christophe, Nathalie; Agent 13; Eric and The BigEasy, where weve smoked out ideasThe Lions and Tigers of Tigon, especially CarthaginianVincent barca and sister Tanit The Taxi drivers Dean mand Joey; The CT-RPS Team-Dr. K, Joe, Jerome, DickDavid W, David A, Steven D, Danny, Paul, Chris, Eric, theMensa boys of ict, and the non- attributables from somenominative corporation; The ' Connections' Alumnus--ColJohn Warden, Major Matt, Evan, Dunnigan, Perla, Bon; Ed209, Foo; The Kryptonauts and the sharks--Gary, DavidSergio, Marv, Sam, Chris Drake and the Inquisitors rickG; Gary; Harris; Hildy; Howard B; Andrew and Gatewoodfrom the class: and eric and vi from the instituteIn the beginning, there was Sunbow--Megatom, JoescreamUltra Jayus, Carole and the Commandoes, and those whoknow the secret of Cybertron; The Code MonkeysNickelodeon--Ralph and Jenna; Jon Taplin and theEnigmites, Joseph, Alyssa and the AlAS; luigiThe Quixotic Knights of Isix--Turmell, Welsh, Zito, Maryand Jerome gary Jim and Jim; King gornishe The T.R.A.xTeam--Peter, Matt, Renny, Chris, and Juliette, Gordon,Craig, Bob L, Larry; The P F. Magicians--Rob, Mike; TheTalisaurus: Rachel and the cyber-warriorsHuge thanks to Legal Eagle and Pioneer of the realgame-contracts-Richard Thompson; Rick, Tarrnie; TheBackwater Boys--Scott and Rick, Sagard and TheBarbarians--Sultoon Jazeer, Ergyg the Wastrel, Lucian;TSORG; John W, Douglas G, Louis N and the mnemonics;The Flying Yugarians, Leggy Peggy and various deardeparted The Attack Ships on fire off the shoulder of orionSkip press, Seven; The Fire Studio; Starbreeze Jack Slateand Andre, VUG(Sierra)Pete Wanat; TSR Knights of thePomegranate and Puce-Lorre, Warren, Ward, GrubbHarold, Mary, Margaret, and the battle royale for the FutureThe doomed West Coast comic folks--Justin, Lisa, Hildyetc. and that whacky girl whose name escapes us, The riskTreaty Breakers Society--Dave, Scott, Bill, Rod, Mike, Jeff;Fireblade Commander- Zach: The Soup Pee-er: The A-52Debunk Team; Stan, Sandy and Mike F. Stargate, VisualConcepts; Monolith; Stefanie H; Gigawatt; Lin O, Jill dRay d, R.J. Colleary and John w, wherever you areFor Flint, a special thanks toTerrie, Gwynna and Mr. Z; The Broken Coffeemaker; Paulson of Jens for excellent notes and encouragementFor John a special thanks toGabriella. Jack and Kate: Mom. Dad. Sara and Justin: ForAnna and Cees--your name lives on; Dr. O, The Marquis,Twenty-Cent Tony, Rico, Fred and Pocket Rockets, BigMike, Ron and late night runs to Vegas, babyLEVEL0(MAIN SCREEN)INTRODUCTIONEMBRACING CHAOSThis book is being written in the heat of battle. As thesewords hit the computer screen we have a multitude of othergame, television, and film projects in various stages ofdevelopment and production. Theres a meeting across townin two hours that we have to prep for, deadlines loom on thenear horizon, and deliverables are in various stages ofcompletion. In an ideal world everyone we work with wouldcut us some slack and we'd have the comfort to focus entirelyon one project, but life and opportunities dont work that waySo, when the chance to write this book came along, we tookit, eager to see where the journey might take us. We embracedthe potential chaos because that is often where real inspirationis discoveredWhat you'll find within these pages is highly informed bywhat is happening right now in the heart of the video gamebusiness. Hopefully, what we share with you is not undulybiased by the fact that the writing has often been interruptedmid-paragraph by calls from the publishers, developers,producers, designers, and representatives(and the occasionalfamous actor ) we work with while making gamesAs with most creative activities, there are upsides anddownsides. The upside is that the issues we discuss, the tipsand techniques we share and the realities of the business ofgame development are told from an in the trenchespoint-of-view. We have done our best to communicate ourexperiences and knowledge regarding the practical aspects ofwriting and designing video games with youThe downside is that the book is not a contemplative workthat is meticulously structured and certain of its conclusionsThere is too much flux in the video games medium for thatnew platforms are arriving and new products are changing theways we think however the methods and skills that we shareare the way that we've successfully created and/or contributedto a multitude of hit games (and in the interest offull-disclosure, a few misses) as well as multiple-platformfranchises over the years. They work for us, and we believethat they will work for youWe are not so arrogant as to believe that ours is the only wayIf there were a sure path to success in the game business, thenthis would be easy. It's not. Were always open to newpossibilities: every situation demands its own unique mix ofstrategies and tactics. We dont have the magic solution or theultimate answer. Instead, this book will provide a foundationfor you to build on and help you avoid the inevitableproblems you'll encounter as you bring your game to lifeSorry, but the innovation is up to you

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