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Creating Emotion in Games: The Craft and Art of Emotioneering [Paperback]

David E. Freeman
3.7 out of 5 stars  See all reviews (35 customer reviews)


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Book Description

October 11, 2003 1592730078 978-1592730070

David Freeman brings you the inside scoop on how to apply the Emotioneering™ techniques he's so well known for. These powerful techniques create a breadth and depth of emotion in a game, and induce a player to identify with the role he or she is playing. Mr. Freeman's techniques are so highly sought after because they're the key to mass market success in today's competitive game market. The over 300 distinct Emotioneering techniques in this book include (to name but a few): ways to give emotional depth to an NPC (non-player character), even if the NPC has just one line of dialogue; techniques to bond a player to a game's NPCs; and techniques to transform a game into an intense emotional journey. In a warm and crystal-clear style, Mr. Freeman provides examples which demonstrate exactly how to apply the techniques. He also shows how some of these techniques were utilized in, and contributed greatly to the success of such games as "Grand Theft Auto: Vice City"; "Deus Ex"; and "Thief" I & II, among others. The book is packed with striking art by some of today's top concept artists and illustrators, including an eight-page color section and a four-color, fold-out cover. When you've finished this book, you'll be equipped to apply Mr. Freeman's powerful Emotioneering techniques to artfully create emotion in the games you design, build, or produce.



Editorial Reviews

From the Inside Flap

"David Freeman is one of the few people I know who has successfully bridged the emotionally rich world of linear media and story with the structurally demanding world of interactive games."
- Will Wright, creator of "The Sims"

"I can't imagine a developer who wouldn't benefit from learning the lessons Freeman offers in these pages."
- Warren Spector, Studio Director of Ion Storm, developer of "Deus Ex" and "Deus Ex: Invisible War"

"David Freeman brings to bear the tools of a writer expert at his craft, providing a blueprint for taking video games to the next level. This is an important and valuable book for any game designer."
- Raph Koster, Chief Creative Officer of Sony Online Entertainment; Creative Director of "Star Wars Galaxies"

About the Author

Coming from a background as a Hollywood screenwriter and screenwriting teacher, David Freeman has become one of the world¹s authorities on bringing emotion into games. David, along with his game design and writing consultancy The Freeman Group, is currently working, or has worked, as a designer and/or writer on games for Electronic Arts, Vivendi Universal Games, Atari, Activision, Microsoft Game Studios, Ubi Soft, 3D Realms, and others. In "Beyond Structure," his renown writing course, he has taught executives and game designers from many of the world's top game publishers and development studios--as well as the writers, producers, and key players behind such films and TV shows as "Lord of the Rings," "Austin Powers," "Good Will Hunting," "Minority Report," "The X-Files" and many others. As a writer and producer, David has had scripts and ideas bought or optioned by MGM, Paramount, Columbia Pictures, Castle Rock, and many other film and television companies.


Product Details

  • Paperback: 576 pages
  • Publisher: New Riders (October 11, 2003)
  • Language: English
  • ISBN-10: 1592730078
  • ISBN-13: 978-1592730070
  • Product Dimensions: 8.1 x 1.1 x 10 inches
  • Shipping Weight: 2.6 pounds
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (35 customer reviews)
  • Amazon Best Sellers Rank: #642,715 in Books (See Top 100 in Books)

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Customer Reviews

Most Helpful Customer Reviews
36 of 41 people found the following review helpful
2.0 out of 5 stars Very disturbed by the reviews here February 18, 2005
Format:Paperback
This book has about 10 anonymous, 5 star reviews that all sound the same. I'm VERY suspicious that these are fake reviews.

I've read parts of this book and I understand why most of the non-anonymous reviewers have problems with it. While it has some interesting aspects, it doesn't go very in depth and the amount of ridiculous buzzwords (like Emotioneering) make it hard to swallow.
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66 of 84 people found the following review helpful
1.0 out of 5 stars Meant to Impress, not to Educate February 28, 2005
Format:Paperback
If books had a dressing contest, this one would surely take first place. It applies every imaginable gimmick for the sole purpose of impressing the reader. There are many pictures in it, all of which are sensational adolescent fantasy material, many filling a full page and sometimes in color. The text is broken up in various ways, with intervening boxes and sidebars in incosistent shapes and sizes, as if designed specifically to distract you. Its "techniques" are trademarked under the bombastic name "Emotioneering", and worst of all, the author makes a point of repeatedly flaunting his screen(game)writing prowess.

But what are these "Emotioneering" techniques? has freeman actually invented a set of technical rules which applies to drama? No, that would be Aristotle. If you're really interested in the rules of drama, that's whom you should read. What Freeman refers to as "Emotioneering" are nothing more than a pile of bad screenwrting practices you can pick up in any second rate screenwriting book - except for two differences; first, in this sorry book they are given mind-blowing names like "technique stacking" and "Emotionally Complex Moments and Situations Techniques", and second, the examples used are said to be taken "from games" instead of from films, but, of course, all of these "games" have been imagined by Freeman for the purpose of the book (which he expressly admits), because there IS no real world game that would serve his purpose - he is really talking about films.

But when it comes to films, Freeman seems to think the The Lord of the Rings trilogy is about the best you can get. Ask any amateur screenwriter and they'll tell you that the one award these films honestly deserve is Worst Screenplay. The Lord of the Rings, like Freeman's book, is all spectacle and no content.

What kept me trudging through the morass of simpleton notions and overflowing filler text was the hope that, as a man who has some experience with writing for games, Freeman would have a few words to say about the intersection of stories with interactivity - the most alluring aspect of combining games with stories. Although he doesn't take up the subject directly, he does mention at some point that writing for games is complicated by the need to accommodate for the actions of the player. He says that he uses branching statements in his scripts for this, and that this is a very tough problem. Other than that, there are some minor points like how to allow the player to experience the events of your computerized screenplay in several different orders (which is made possible only by the ridicules simplicity of the story proposed as an example), but nothing which actually deals with letting a human have a meaningful interaction with a story.

To summarize, except for the pictures (if that's your cup of tea) I really can't see any reason to buy this book over any other random heap of text. If you want spectacle, you got it. If you want knowledge, you do yourself a favor and read three books: The Poetics by Aristotle, for the real "Emotioneering" techniques, Chris Crawford on Game Design, for an understanding of why the problem is not nearly as simple as Freeman pretends it to be, and Chris Crawford on Interactive Storytelling for the best solutions to the problem currently available.
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24 of 29 people found the following review helpful
1.0 out of 5 stars Mostly Useless October 6, 2006
Format:Paperback
I'm surprised by the reviews from people claiming to be game industry veterans who say they've found this book to be useful. Either they're not really in the game industry (possibly PR flaks?) or they haven't learned much in their time here.

General comment on content: Between the massive amounts of interior artwork, the big body type, the big (and frequent) headers, unusually wide margins, and lots of white space, there's probably only about 75 pages of actual information in this "500-page" book. Think of it as more of a booklet.

Mr. Freeman's credits are hard for me to verify. Web searches turn up some titles he's gotten credit for contributing to, but none of them were AAA titles. And there's no way to know for sure how much he actually contributed to them. Having been both a freelancer and internal writer/designer, I know outside writers who've been completely useless to games' development, so a claim of credit doesn't mean much, IMO. I have no clue what expertise he has with movies or other media, but I'm not too hopeful after reading his book on game writing.

One big problem I have with his book is the jargon he insists on excreting everywhere. This isn't game industry jargon, movie jargon, or any sensible jargon that I know of. It's jargon he seems to have made up to try to claim writing techniques and mechanics as his own. And he really, really likes to capitalize the (sometimes excruciatingly long) names of "his" techniques. A sense of impending doom approaches when you first see the word "Emotioneering" (capitalized, of course), looms high overhead when you see such phrases as "Plot Deepening Technique" and "Dialogue Interesting Technique," and crashes down with skull-crushing force upon reading the phrase "Player Toward NPC Relationship Deepening Technique." Ouch. Lack brilliance? Try BS!

How can anyone read a sentence such as "A Character Being Genuine is an NPC Rooting Interest Technique, but not a Character Deepening Technique" without laughing? (And, yes, the capitalization and comma fault are the author's.)

The bottom line is that this book doesn't seem (to me) to have much of value to offer anyone who's been in the industry for any length of time. If you're trying to break into the industry, however, you could be deluded into thinking that you're learning something useful here. FWIW, that's the opinion of someone who's actually been in the games industry since 1984. I keep trying to read this book, hoping to get something out of it, but can't get more than 20% into it before giving up.
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Most Recent Customer Reviews
5.0 out of 5 stars A great guide to characterization for any media
I think David's book was pretty good. You do not need to be the seasoned professional, but it would be helpful to understand basic gaming mechanics before reading it. Read more
Published 22 months ago by Daniel Henning
5.0 out of 5 stars Seriously Dave is the Man. This book is awesome.
I know Dave personally. He is my boss. This book opened up a new world to me. I love playing video games, but after reading his book, i realized that if a character in a game has... Read more
Published on December 31, 2009 by Thomas Swift
5.0 out of 5 stars Completely Misunderstood
For the naysayers: I'm not affiliated with David S. Freeman.

I had the pleasure of taking a seminar from David S. Read more
Published on October 6, 2009 by Zebulon C. Rogers
5.0 out of 5 stars Salvation
Something died in today's games. In the past years i would play a game and surrender to rush of adventure. Whole array of emotional experiences was vowen in those digital stories. Read more
Published on September 11, 2009 by Martin Berger
4.0 out of 5 stars Surprisingly good
I'm somewhat surprised to see all the hate here for this book. It's one of the few books I recommend to new people in the industry (I've been designing and writing games since... Read more
Published on June 1, 2009 by Tom
1.0 out of 5 stars A Well Doctored Pile of Drivel
I have to agree with the other negative reviews given here - this book was nothing more than a fluff filled, gimmick driven, repetition of screenplay advice which honestly isn't... Read more
Published on March 18, 2008 by Mitch
1.0 out of 5 stars KnockOff
A definite don`t buy!
This guy takes credit for something that`s not his own and he dares to Trade Mark it!
Emotioneering is his! Hahahaaaa.... Read more
Published on February 28, 2008 by C. bostan
3.0 out of 5 stars A decent read
It does tell you a lot of techniques, but it doesn't tell proper practice. Its ok for game design since the (western) industry isn't very sentimental when it comes to games. Read more
Published on December 11, 2006 by Mystic0
5.0 out of 5 stars If anyone knows emotioneering, it's Dave "Emo" Freeman
"Creating Emotion in Games: The Craft and Art of Emotioneering" is clearly a guide every video game designer could read as long as they weren't dyslexic or something. Read more
Published on July 26, 2006 by Wittbelle
1.0 out of 5 stars Fake Reviews?
Did you notice most of the glowing, 5-star reviews are all written by people who put their job title as their name? "Video Game Designer," "Film Producer," etc. Read more
Published on October 9, 2005 by M. Tertraffic
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