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	<title>Comments on: Game Writing Whitepaper</title>
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	<link>http://grandtextauto.org/2004/03/28/game-writing-whitepaper/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2004/03/28/game-writing-whitepaper/comment-page-1/#comment-1023</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=277#comment-1023</guid>
		<description>Here&#039;s some more info. The white paper characterizes itself this way:



&lt;i&gt;This guide is a reference intended for existing game writers, writers from other  media considering working in games, newcomers to the game industry who feel  that game writer is a role they could fill and anyone who is about to or is  considering working with a game writer.&lt;/i&gt;



It paints a familiar picture of the game industry. Most of the work writers would imagine for themselves is actually in the hands of game designers. Writers are usually brought in to provide dialogue for characters someone else has imagined in situations someone else has defined. Or to provide a story to make sense of movement through levels someone else has already designed via game mechanics someone else has already determined. The writer is one of the last people brought in &#8212; like the audio designer. That&#039;s why there&#039;s nothing like a writer&#039;s &quot;pitch&quot; or &quot;spec script&quot; in the game industry. 



Of course, there are exceptions. James Leach has worked with designer Peter Molyneux (at Bullfrog and Lionhead) from the early stages of projects. He&#039;s worked in-house, so that he can be involved in projects every step of the way. As he succinctly puts it in &lt;a href=&quot;http://lionsource.ngz-network.de/features/interviews/001203engp1.htm&quot;&gt;this interview,&lt;/a&gt; describing his role in &lt;i&gt;Black and White&lt;/i&gt;: &quot;I&#039;ve written most of the Black &amp; White story, as well as the quests, challenges and all the dialogue. I&#039;ve also written for the website and for the press.&quot; There are also writer/designers like Tim Schaefer who take on all the things writers would imagine for themselves and more, and do them well (the dialogue for his &lt;i&gt;Grim Fandango&lt;/i&gt; was one of the most praised elements of the game). 



But the white paper exists to talk about the realities for most game writers, rather than these sorts of exceptions. For this reason it also has an extensive section on writing for licensed properties. One interesting moment for me at GDC was meeting a writer who is tasked with trying to emulate Tom Clancy&#039;s authorial voice for the Clancy-licensed games. 



I&#039;ve still got another 10 pages or so left to go, so I may write more here before long (or even another top-level post).</description>
		<content:encoded><![CDATA[<p>Here&#8217;s some more info. The white paper characterizes itself this way:</p>
<p><i>This guide is a reference intended for existing game writers, writers from other  media considering working in games, newcomers to the game industry who feel  that game writer is a role they could fill and anyone who is about to or is  considering working with a game writer.</i></p>
<p>It paints a familiar picture of the game industry. Most of the work writers would imagine for themselves is actually in the hands of game designers. Writers are usually brought in to provide dialogue for characters someone else has imagined in situations someone else has defined. Or to provide a story to make sense of movement through levels someone else has already designed via game mechanics someone else has already determined. The writer is one of the last people brought in &mdash; like the audio designer. That&#8217;s why there&#8217;s nothing like a writer&#8217;s &#8220;pitch&#8221; or &#8220;spec script&#8221; in the game industry. </p>
<p>Of course, there are exceptions. James Leach has worked with designer Peter Molyneux (at Bullfrog and Lionhead) from the early stages of projects. He&#8217;s worked in-house, so that he can be involved in projects every step of the way. As he succinctly puts it in <a href="http://lionsource.ngz-network.de/features/interviews/001203engp1.htm">this interview,</a> describing his role in <i>Black and White</i>: &#8220;I&#8217;ve written most of the Black &amp; White story, as well as the quests, challenges and all the dialogue. I&#8217;ve also written for the website and for the press.&#8221; There are also writer/designers like Tim Schaefer who take on all the things writers would imagine for themselves and more, and do them well (the dialogue for his <i>Grim Fandango</i> was one of the most praised elements of the game). </p>
<p>But the white paper exists to talk about the realities for most game writers, rather than these sorts of exceptions. For this reason it also has an extensive section on writing for licensed properties. One interesting moment for me at GDC was meeting a writer who is tasked with trying to emulate Tom Clancy&#8217;s authorial voice for the Clancy-licensed games. </p>
<p>I&#8217;ve still got another 10 pages or so left to go, so I may write more here before long (or even another top-level post).</p>
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		<title>By: Dennis G. Jerz</title>
		<link>http://grandtextauto.org/2004/03/28/game-writing-whitepaper/comment-page-1/#comment-1024</link>
		<dc:creator>Dennis G. Jerz</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=277#comment-1024</guid>
		<description>Thanks for this link. I&#039;ve been asked to teach a short class on new media writing, for Seton Hill University&#039;s &quot;Writing Popular Fiction&quot; program, and this paper is just what I was looking for. 



It&#039;ll be a while before I can sit down to read it, but I&#039;m very glad to have found it.</description>
		<content:encoded><![CDATA[<p>Thanks for this link. I&#8217;ve been asked to teach a short class on new media writing, for Seton Hill University&#8217;s &#8220;Writing Popular Fiction&#8221; program, and this paper is just what I was looking for. </p>
<p>It&#8217;ll be a while before I can sit down to read it, but I&#8217;m very glad to have found it.</p>
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		<title>By: Hideous Pursuit</title>
		<link>http://grandtextauto.org/2004/03/28/game-writing-whitepaper/comment-page-1/#comment-1025</link>
		<dc:creator>Hideous Pursuit</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=277#comment-1025</guid>
		<description>&lt;trackback /&gt;&lt;strong&gt;Games + Audio Gutenberg&lt;/strong&gt;
Need to seriously NOT spend any time playing with lasers. Or choppers either. *Should* however probably get around to reading this game writing white paper. Finally... can&#039;t remember where I found a pointer to this HUGE Project Gutenberg Audio collecti...</description>
		<content:encoded><![CDATA[<trackback /><strong>Games + Audio Gutenberg</strong><br />
Need to seriously NOT spend any time playing with lasers. Or choppers either. *Should* however probably get around to reading this game writing white paper. Finally&#8230; can&#8217;t remember where I found a pointer to this HUGE Project Gutenberg Audio collecti&#8230;</p>
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		<title>By: miscellany is the largest category</title>
		<link>http://grandtextauto.org/2004/03/28/game-writing-whitepaper/comment-page-1/#comment-1026</link>
		<dc:creator>miscellany is the largest category</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=277#comment-1026</guid>
		<description>&lt;trackback /&gt;&lt;strong&gt;Game Writing White Paper&lt;/strong&gt;
Note to self: read the white paper by the IDGA Game Writers&#039; Special Interest Group [via GTA]...</description>
		<content:encoded><![CDATA[<trackback /><strong>Game Writing White Paper</strong><br />
Note to self: read the white paper by the IDGA Game Writers&#8217; Special Interest Group [via GTA]&#8230;</p>
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		<title>By: Reality Panic</title>
		<link>http://grandtextauto.org/2004/03/28/game-writing-whitepaper/comment-page-1/#comment-1027</link>
		<dc:creator>Reality Panic</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=277#comment-1027</guid>
		<description>&lt;trackback /&gt;&lt;strong&gt;As Good As TV?&lt;/strong&gt;
I rather enjoyed a recent guest editorial at GameSpot titled &quot;The Low, Low Bar of Being As Good As Television&quot;. The author laments on the overall poor quality of writing and storytelling in games. Sadly, I have to agree. The...
</description>
		<content:encoded><![CDATA[<trackback /><strong>As Good As TV?</strong><br />
I rather enjoyed a recent guest editorial at GameSpot titled &#8220;The Low, Low Bar of Being As Good As Television&#8221;. The author laments on the overall poor quality of writing and storytelling in games. Sadly, I have to agree. The&#8230;</p>
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