Wednesday, January 28, 2015

On Becoming a Game Writer / Gamasutra Columns by Richard Dansky | Central Clancy Writer | on October 10, 2013

http://blog.ubi.com/the-write-stuff-on-becoming-a-game-writer/


On Becoming a Game Writer
One of the questions I get asked most frequently is How do I get into game writing? Now, this isn’t the same as How did you get into game writing? Ask ten game writers that question and you’ll get twelve different answers. No, what people are looking for is the clear and well-manicured path into the profession – a certain set of steps to follow that, once completed, will yield a position as a game writer.

This is a perfectly reasonable question to ask, and in a just and fair and logical world, it would have a simple and concise answer. Unfortunately, we are not living in that world. There’s a reason every game writer’s journey is different, and that’s because different companies are looking for different things in a writer. Some embrace the role and smooth the path, some have very specific needs and wants, and some aren’t quite sure what exactly they’re going to do with a writer, but they’re pretty sure someone needs to be generating some text assets for their game right about now. There is no one true way, and anyone who tells you there is, is most likely trying to sell you something they’ve written about how to become a game writer.
On Becoming a Game WriterThat being said – and bearing in mind that I am not, in fact, trying to sell you anything – there are a few things you can do to advance toward game writing. They’re not hard and fast, there’s no achievement unlocked after accomplishing them, and they may seem a little counter-intuitive in places. But in 14 years of doing this, I haven’t found anything better. So, if you want to be a game writer, here’s what you’ve got to do:

Check Your Ego

If you believe that you are going to walk in the door as a writer, elucidate your grandiose vision for the story you want to tell and have the development team magically transmogrify into Oompa-Loompas who are there to actualize that vision, you may find yourself sadly disappointed. A writer is part of a team, there to mesh harmoniously with folks from other disciplines in order to create the player experience. Fail to understand that you are part of a team – that you are creating assets and providing deliverables, not cavorting through the fields of the Swiss Alps in a smock whilst declaiming Romantic poetry that the rest of us are privileged to hear – and you will probably also fail to understand why nobody wants to work with you.

Play Games

If you want to write games, play games. To write for any medium, you need to understand that medium’s unique form and demands. The best way to acquire that knowledge is to consume that medium, and by consuming that medium – or as we call it, “sitting your butt on the damn couch and playing some games” – gain both experiential and instinctive knowledge of what works.

It’s not the only thing, of course. You don’t sit through twelve hours of Dynasty Warriors 8 and emerge with the knowledge of how to write meaningful systemic dialog chewing its way out of your head like a particularly hungry Athena.On Becoming a Game Writer You do, however, walk away with a pretty decent sample size of things that worked and things that didn’t work, and you can start putting that knowledge to use in your own work.

Observe Games

Of course, when I say “play games” I don’t just mean “play games.” Racking up body count in adversarial is cool, but if you’re focused exclusively on optimizing your play, you’re missing the chance to observe game writing in its natural habitat.

So play as a player, but also play as a writer. Listen to the dialog. Observe the visual storytelling. Look at the text that gets used, and ask yourself why those choices might have been made. See if you can reverse engineer – and thus understand – the narrative design.

Do this, and you’ll get a better grasp of how game writing works when the rubber hits the road. It’s not just the words, it’s when the words get used, and how many, and to what end, and where there are no words at all. Watch the game as you play it, and learn.

Make Games

The best way to learn what works as writing in a game is to get your writing in a game. Luckily, we’re in a place in the evolution of the industry when it’s possible to get your writing in a game even if you’re not working for a game company.

Go find yourself a Game Jam, or haunt a local college’s CS department bulletin boards to find groups that are making games on their own. Offer your services as a writer, even if all they need is menu text. Grab a tool kit and make something with your words in it. Get your stuff in a game and see how it plays.
On Becoming a Game Writer
And I’ll be honest here – odds are your first few cracks at it aren’t going to be great. That’s OK. This is the space where you can learn, and you can get better without your employment being on the line. Because the more games you write for, the better you’ll get at recognizing what does and doesn’t work, and the quicker you’ll build the habits of good work you’re going to need.

Besides, it doesn’t hurt to have actual, honest-to-Murgatroyd games in your portfolio.

Tweet

And by tweet, I don’t mean HAW HAW CAT VIDEO LOL. One of the things Twitter does is force you to phrase complete thoughts in a constrained space. This is entirely akin to writing for games, where you must on occasion phrase a complete thought in a space that is entirely constrained by the number of characters the German localization is going to require. Or, more likely, constrained by the fact that you don’t want your dialog to ramble, potentially interrupting gameplay in the process.

So tweet, and tweet smart. Learn how to write short, pithy sentences that communicate a point. And lay off the cat videos.

Talk With Game Writers

The best way to learn about the job is to talk to people who have done the job. This is not a surprise, nor is it unique to game writing. So, if you’re interested in the role, find ways to interact with people who are doing it. Go to conferences where game writers are speaking. Follow them on social media and engage – respectfully. I was wondering if I could ask you a few questions goes a lot further than Why did you make that incredibly stupid decision in your last game? Look to the IGDA Game Writing Special Interest Group and get on their mailing list. Make a reputation for yourself as someone who can engage cogently and professionally, and who has interesting things to say about the subject matter.
On Becoming a Game Writer
Also, don’t be a jerk.

If you do these things there’s a better shot that when someone has an opening and your name gets floated as a possibility, you’ll get a positive response. As opposed to, say, slagging a writer on your blog and then turning around and asking them for work. Because that always goes so well.

Taking the Next Steps

Will doing all these things get you a job as a game writer? No. Knocking on doors, sending out resumes, applying for gigs and presenting good work in your portfolio will actually get you the job. But if you do these things, you’re in a better position to be ready to knock on doors – and to be prepared to seize the opportunity when somebody answers.

For more of Dansky’s advice for writers, check out this post:

Tips for Writers
the author

Perhaps best known for his brief stint as the world’s leading authority on Denebian Slime Devils, Richard Dansky has been with Red Storm/Ubisoft since 1999. His first game was Shadow Watch and his most recent one is Splinter Cell Blacklist. In between he’s served on the advisory board for GDC’s Game Narrative Summit, helped found and develop the IGDA Game Writing SIG, and appeared on Gamasutra’s list of the top 20 game writers in 2009. He has also published six novels, one short fiction collection and a ton of tabletop RPG sourcebooks, which is why you should never tell him about your character. For a tantalizing taste of Dansky's inimitable insights, read his recurring column on the UbiBlog ("The Write Stuff") and follow him on Twitter: @RDansky

Wednesday, January 7, 2015

Build your own_Magnum Opus Crosswords (formerly Crossword Express): Word, Number and Logic Puzzles

http://www.crauswords.com/

Magnum Opus is a program which you can use to create all of the word, number and logic puzzles included in the following:-
 Crosswords 
 Freeform 
 Acrostic 
 Akari 
 Codeword 
 Domino 
 Doublet 
 Fillin 
 Fillomino 
 Futoshiki 
 Gokigen 
 Kakuro 
 Ladderword 
 Kendoku 
 Minesweeper 
 Letterdrop 
 Pyramidword 
 Roundabouts 
 Sikaku 
 Sixpack 
 Slitherlink 
 Sudoku 
 Tatami 
 Tents 
 Wordsearch 
  • Automatic construction applies to all puzzles, and in some cases you can also use manual construction.
  • Solve the puzzles interactively using the integrated Solve functions.
  • Print the puzzles directly to the printer, or to PDF files.
  • Export the puzzles to graphics files having the following formats BMP : GIF : JPG : PNG
  • Export the puzzles to the system Clipboard ready for pasting into your preferred WP or DTP application.
  • Six of the puzzle types can be exported to Web Application files which allow you to publish your puzzles interactively on your web site.
  • Magnum Opus is free. No payment is required.
 LEARN MORE 

Use this link to download a FREE copy of Magnum Opus.
Magnum Opus Version : 20140822
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Thursday, August 28, 2014

Adult women are now the largest demographic in gaming By Aja Romano on August 25, 2014

http://www.dailydot.com/geek/adult-women-largest-gaming-demographic/




Congratulations, gamer girls—you're officially at the top of the food chain when it comes to games. A new study released by the Entertainment Software Association has revealed that adult women now occupy the largest demographic in the gaming industry. Women over 18 made up a whopping 36 percent of the gaming population, followed by adult men at 35 percent. 

Teenage boys, who are often stereotyped as the biggest gamers, now lag far behind their older female counterparts, making up just 17 percent of the gaming demographic.

The picture that emerges from the study is one of expansion across the board. More people are playing more games of various genres across more platforms, with social games on mobile and casual games on PCs emerging as huge leaders. 

According to the study, last year saw a significant boom in women over 50—their numbers jumped by a whopping 32 percent between 2012 and 2013. The study also revealed that 59 percent of Americans play games, with gaming consoles present in 51 percent of all U.S. households. 

All of that means that stereotypes are breaking fast in the gaming industry, particularly the longheld stereotype of the adult woman as an outlier who sticks to mobile games and "social" games on Facebook while the more hardcore gamer, the "serious" (male) gamer, goes for console games.

Though this stereotype has long persisted, and even been used as a hiring tactic, the new data suggests there's little if any truth to it—especially not when you consider that the average adult woman has been gaming for 13 years.

Sorry, male gamers of Reddit and 4Chan, but Angry Birds only came out five years ago. 

Unless you want to try to argue that women have just been playing Bejeweled for the last 13 years, the math just doesn't add up. 

And while the total audience for mobile social games is now bigger than ever, the audience for computer and video games is now an even 50-50 split between male and female genders.

Screengrab via The ESA

So what games have women been playing all these years, now that we know they haven't just been wasting time trying to get their Facebook friends to give them free lives on Candy Crush

Casual computer games, mostly. The report ranks online and mobile puzzle games, board games, trivia games, and card games as coming in second to the boom in social games, which more than doubled in popularity between 2012 and 2013.

Meanwhile, action and first-person shooter games continue to be the top sellers in video games, with Grand Theft Auto and Call of Duty ranking as the bestselling video games of 2013. For computer games, Starcraft II and The Sims franchise gobbled up the top 10 computer game titles, with Sims titles consuming eight of the top 12 computer game titles sold last year.

The study also took a close look at parental behavior regarding monitoring the gaming activity of their teens and children. The study indicated that parents seemed deeply engaged when it came to monitoring the kinds of games kids played. Additionally, 47 percent of adults who play games with their kids said they do it because they love gaming as much as their child does.

And it's easy to see why. While the study didn't assess the age or gender demographics of specific games, the titles of the bestsellers attest to the diversity of the games themselves: Pokemon XFinal Fantasy XIVNBA 2K14. Bioshock Infinite. World of WarcraftJust Dance 2014.

Whether you play Diablo or Pet Rescue, you can rest assured that you're in good company. 

View the whole study online here.
 
H/T PBS; Photo via Wikimedia Commons; CC BY SA 3.0

Sunday, June 15, 2014

Game Writing equals Narrative Design

http://www.thefictionengine.com/articles-on-game-narrative.cfm/article/writingequalsdesign


"...there isn’t a line between the design and the writing, especially if you’re doing a narrative-driven game. A lot of what you might call the game design is actually writing in a sense – writing isn’t just words, it’s creating the characters and the world and the actions that might make sense in that world." - Sam Barlow

I grabbed that quote from the following article where Sam Barlow, Rhianna Pratchett and Ragnar Tornquist discuss the closure of Irrational and what it means to AAA storytelling.




 As to Sam Barlow's comment about Writing and Design in video games, I was initially in wholesale agreement with him.  In fact, it's kind of bizarre that we have to call ourselves Writers AND Narrative Designers.  What really is the difference? 
Were I to write I fantasy novel, I'd write 'design documents' about the world, it's people, their culture, politics and economics.  I'd describe the terrain and climate, the cityscapes and landscapes.  I'd produce character profiles.  I'd plan out the narrative in a series of story beats.  Then, and only then, would I get stuck into the writing of the actual words that the reader will consume.
Stephen King once likened writing a novel to digging out a dinosaur skeleton.  You chip and brush away, revealing the dinosaur bone by bone.  Only when you've finished do you know exactly what sort of dinosaur you have.  I tried that once, with my first novel.  Needless to say, it remains unpublished.  Sorry Steve.  Guess I'm not that kind of writer.
I can't just make shit up and expect it all to turn out fine and dandy.  I had to laugh when in Alan Wake Alice surprises Alan with a desk set up nicely with typewriter and a fresh ream of paper.  He freaks out. 


I'd freak out too.  What am I supposed to do with that?  Just sit down and churn out a masterpiece like an infinitely typing monkey?  

I have to plan, map out, structure, formulate the story first.

Moving on from that first disaster of a novel, that's how I do all of my writing now.  I plan out the world, character and story arcs first.  Then I write the scripts.  But guess what?  

That's exactly what most writers have been doing for centuries now.

So why, when it comes to the Video Games industry, do we feel the need to suddenly call ourselves 'Narrative Designers'?

Because it sounds more technical?

More credible?

More professional?

Because it's the only way that we can get across across how much more there is to our job than just writing dialogue and flavour text?

"Writing isn't just words..." says Sam Barlow.

On this Sam and I disagree.  Writing IS just words.  Whether they're going into a script or a development doc, those words are still how we tell our stories.


Thursday, June 5, 2014

Game Heartwild Solitaire: Book Two on your tablets and phones! Game Novel Story by Neale Sourna

http://www.orchidgames.com/?ref=2

http://www.orchidgames.com/?ref=2  

http://www.orchidgames.com/heartwild_solitaire_book_two/gallery 
http://www.orchidgames.com/heartwild_solitaire_book_two/gallery

Oh, hello there! :)

This is Darek from Orchid Games, again, bringing good news, again. So, have you been waiting to play...

...Heartwild Solitaire: Book Two on your tablets and phones?

Then I'm happy to report that we have just released the game and it's now running free and careless on the green meadows of App Store and Google Play. Catch it if you can! ;) 


Here are the direct links to help you:

* For iPhone and iPad: App Store link

 

* For Android: Google Play link
 

Note that the game has a free demo (first two chapters [WRITTEN BY NEALE SOURNA www.neale-sourna.com]) after which, if you want to keep playing, you will be asked to buy an unlock for the whole game.

I have one favor to ask you: when you download the game for iOS or Android and play a little, please make sure to leave a rating in the store. This will help other players to discover the game and it will also make us very happy. Thanks a lot in advance!

What about PC and Mac?
 

We have a great new version ready for desktop machines too. Just like with the first game, this one is updated with a twice as sharp HD graphics, presented in widescreen format. It also comes packaged with 55 extra levels, that were previously a separate download. If you've already purchased the PC/Mac version in the past, then your old activation code will unlock this new version (no need to pay again).
 

You can download it here: http://www.orchidgames.com/heartwild_solitaire_book_two/download
 
Important note for PC and Mac: unfortunately we've had to change the way the game keeps its player profiles, so you will have to start playing from the beginning, your old progress will not carry over. But hey, it's a chance to start from scratch and hit the best score! :)
 

If you have any questions, just reply to this email and I'll be happy to help.
 

Until next time,
 

Darek Rusin
Orchid Games
  Copyright © 2014 Orchid Games, All rights reserved.