This book examines the practices of writers in the AAA video game industry, to provide a model for game writing pedagogy that highlights the roles and skills utilized by these innovative storytellers.
Based on a two-year qualitative study, gathering data through conversational interviews, Seth Hudson combines theory, practice, and his experience as an educator-researcher to shed light on the phenomenon of game writing and writers who drive innovation in game storytelling. The author gives context for a range of audiences, examining the role of computer game design (CGD) in higher education, the role of writing and narrative design within those programs, the current and historical challenges game writers face, and the purpose of the research underpinning this book. Hudson frames a synthesis of research findings and relevant theory to illustrate new teaching practices informed by his findings that will help better serve students.
This book will provide an essential resource for game studies and game design educators and researchers, as well as game narrative enthusiasts.
Author(s): Seth Hudson
Publisher: Routledge
Year: 2022
Language: English
Pages: 123
City: New York
Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
1 CGD in Higher Education, Briefly
Background: CGD as Field of Study
Disparate Disciplines
Industry Perceptions
The Way Forward
2 Game Writing in Contexts
Industry Context
CGD/Higher Education Context
Educator-Researcher Context
Designing the Study
Data Collection
Reflection: So What? (… and for Whom?)
3 Approaching Game Writing/Writers
Purpose
Participant Overview
Three Essential Roles of the Game Writer
Five Areas of Competence/Functional Competencies
“This Doesn’t Have Anything to Do with Game Design.”— Margaret
“The Ability to Say, ‘ Yeah, All Right.’”— Micah
“It’s About Finding Balance.”— Lou
“It’s All Different Thinking”— Peter
“You’re the Wrapper.”— Garreth
“How Long Is a Piece of String?”— Henry
“Logic Matters. Doing Math Matters.”— Robert
‘Summary of Results
4 Developing a Pedagogy of Game Writing
From the Lobby to the Classroom and Back Again
CGD: “What
to teach?” vs. “How
to teach it?”
Those Who Can Teach…
Bridging Education and Industry through Scholarship
Fusing the Languages of Industry and Education
5 Areas of Competence, Essential Roles
Essential Roles
Areas of Competence for Game Writers
6 Deploying a Pedagogy of Game Writing
Implementation in the Classroom
Experimentation in the Classroom
Identifying Relevant Coursework
Inclusion across CGD Coursework
Specialty-Specific Portfolios
Conclusion
Epilogue
Now It’s Your Turn
Doing the Work vs. Getting Paid to Do the Work
Finding Fulfillment
Index