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Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games Hardcover – September 19, 2017
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When his satirical musings in a college newspaper got him discharged from the Air Force, it became clear to Walt Williams that his destiny in life was to be a writer—he just never thought he’d end up writing video games, let alone working on some of the most successful franchises in the industry—Bioshock, Civilization, Borderlands, and Mafia among others.
Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences.
Significant Zero offers a rare look inside this fascinating, billion-dollar industry and a path forward for its talented men and women—gamers and nongamers alike—that imagines how video games might inspire the best in all of us.
- Print length304 pages
- LanguageEnglish
- PublisherAtria Books
- Publication dateSeptember 19, 2017
- Dimensions6 x 1.1 x 9 inches
- ISBN-101501129953
- ISBN-13978-1501129957
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"Fascinating and compelling, Walt Williams’ memoir is an incredibly human account of what it takes to survive in today’s video game industry. Significant Zero is more than a tale of Williams’ hard-won wisdom but an inspired vision of a better future for games.” (Jane McGonigal, author of New York Times bestsellers Reality is Broken and SuperBetter)
"Prediction: What William Goldman's Adventures in the Screen Trade was for aspiring filmmakers, Walt Williams's Significant Zero will be for aspiring video game developers. Williams is—somehow simultaneously—funny, rude, exasperating, and inspiring, and he describes the insider reality of game development better than anyone has yet. A tremendously entertaining book." (Tom Bissell, author of Extra Lives and Apostle)
"There is no one way to break into the AAA game industry. But, as Walt's hilarious and humble account shows, fumbling through it like a badly planned heist seems to work and makes for one hell of a read." (Janina Gavankar, musician, actress, “True Blood,” Far Cry 4, and lead of Star Wars Battlefront 2)
“Walt Williams finally brings to video games what Robert Evans' "The Kid Stays in the Picture" brought to film: A seminal book of vicious truths. Funny and unforgettable, Significant Zero unravels a highly secretive creative industry in ways PR professionals only have nightmares about." (Mitch Dyer, writer, Star Wars Battlefront II)
"Significant Zero demystifies the game publisher-developer relationship and puts a human face on the struggles of people working their way up from the bottom." (Dan Stapleton, executive editor, IGN)
"An entertaining and provocative look inside big-time video game development." (Kirkus)
"A dark, humorous look into video game publishing, essential for anyone interested in the gaming industry and an entertaining read." (Library Journal)
“Williams reveals the video-gaming industry in all its lucrative shine and questionable morality . . . . [and] provides a refreshing and realistic portrayal of succeeding at attaining a dream via an unforeseen career trajectory.” (Booklist)
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- Publisher : Atria Books (September 19, 2017)
- Language : English
- Hardcover : 304 pages
- ISBN-10 : 1501129953
- ISBN-13 : 978-1501129957
- Item Weight : 1.02 pounds
- Dimensions : 6 x 1.1 x 9 inches
- Best Sellers Rank: #1,968,729 in Books (See Top 100 in Books)
- #362 in Minecraft Guides
- #399 in Entertainment Industry
- #15,355 in Actor & Entertainer Biographies
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About the author

Walt Williams is the award-winning video game writer known for his work in on such beloved franchises as Star Wars Battlefront, Bioshock, Civilization, Borderlands, Mafia, The Darkness, and the acclaimed, genre-bending Spec Ops: The Line. His book, Significant Zero, explores the hardships and insanity of AAA game development. He lives in Louisiana with his family.
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1. It's written from a publisher perspective.
Walt Williams is, as mentioned multiple times in the book, a "publisher guy," traditionally seen as a greedy enemy to a well-meaning creators. To put it short and blunt the answer is no he isn't, and neither are his colleagues at 2K Games. Many books about video game development, including the most recent Blood, Sweat, and Pixels, are focused on developers. Publisher's job is to work together with these developers, come up with a plan to actually release the game, editing and analyzing the outcomes as they go. Most of the book is about the author making himself useful as a publisher guy and learning how to participate in game development as a publisher. I think this is some of the few writings that actually gives us an insight on what publishers do, why they are necessary in AAA development, and how game development drains people out and draws the worst out of a person when it can, just like any job of creation does.
2. It's a personal, bottom-up approach of contemporary game development.
Sig Zero is a memoir. And again, this approach hasn't been too common, unless it's years-old industry experts like Will Wright or Warren Spector, who were kind of spun out of modern AAA development some time ago. Walt Williams, however, has been standing on the very edge of AAA development as it was taking shape of what they are right now, and therefore gives us a very honest and grounded look of what game development looks like in contemporary years. It gives us a view of not just the author himself, but people around him - people like DT who fell behind and quit, the Fox or Carlito who are unsung legends and backbones of AAA development, unforgettably ridiculous Mr. Sunshine, etc. - who work on modern games in the way they do. There's no shortage of eccentric characters, ego, friendship, antagonism, etc. throughout the book, giving the readers an impression that games are developed by humans after all.
All in all, read this with Blood, Sweat and Pixels, back to back. One gives a top-down, developer-centric view of game development, while the other gives a bottom-up, publisher-centric view. If I had to pick one though, pick this. This is a standpoint that doesn't get driven too often to industry outsiders, and needs be read more often than now.
The writer, Walt Williams, is a veteran of the video game industry. He has been involved with several major franchises and games, such as Bioshock, Spec Ops: The Line, and Star Wars Battlefront. The acclaim and popularity of those titles gives Williams’ book a certain amount of credibility and weight, although he is quick to disclaim that he is “not a hero so much as I am a collection of insecurities and paranoid delusions molded into the shape of a pudgy doughboy.”
Williams uses his own life and experiences with gaming to shed light on the industry and its impact. Williams was kind of an outcast as a kid, and would make stuff up about video games to gain attention. He credits that experience as part of what got him into writing. Games also helped him explore who he was as a person:
"When I played these games, I didn’t have to be Walt with the big ears and Coke-bottle glasses. I could be strong, capable, and most of all, important. That was the real fantasy, I think—not power or heroism but relevancy. In those games, I mattered."
Through a series of (un)fortunate events, Williams finds himself at a Christian university in Texas, the Air Force, and unemployed in NYC. Eventually he lands at the bottom of a gaming company. For me, this is where the book picks up. Williams pulls the curtain back on how things really work and also weaves in his own philosophy of work:
"You do everything so that one day, if you rise to the top, you understand how it all works. Sure, you shovel a lot of sh*t, but that’s because there’s a lot of sh*t that needs shoveling, and the people above you are too busy to do it themselves. It’s called paying your dues. Come out the other end and you’ll be hardened enough to handle the pressures of the real job. Crumble under the weight of menial tasks and you’ll be gone in no time, your expulsion a mercy killing. If you can’t handle the sh*t at the bottom, you’re not cut out for the job at any level."
Wililams spends significant time on the Crunch – the hectic and life-owning time in the development cycle in which all hands are on deck at all times to get a game out. In the last few years, there’s been a lot of controversy about the hours and energy that game makers must put into games. Red Dead Redemption II, for example, has amazing reviews and also bad press for all of the hours developers put in. The author is a little less critical of the Crunch than some because he finds solace and stability in work. (“This isn’t an endorsement, by the way. It’s the confession of an addict.”) He also takes a realist’s approach to the problem: “Careers are not magical wish fulfillment where you are paid a constant living wage for only doing what you want to do, when you want to do it.”
In addition to being part biography, expose, and philosophy, there’s a little bit of writing advice in the book, as well. (“Writing does not happen in outlines or summaries or group discussions. It happens when you sit your *ss in a chair and put letters in order. That’s where the real decisions are made. You can’t know if a story is worth telling until you start telling it.”)
If you enjoy games and are interested in the industry, this one is worth a read.
I laughed. I cried (especially on page 214...the poor lieutenant...). Walt lifted his skirt and showed everyone the truth: the good, the bad, and the ugly. It's not really an autobiography. It's not really just the story of how a single game was created. Significant Zero is an enrapturing tale of Walt's journey from a kid who didn't know what to do with his life to a successful game writer who recognizes his demons and has learned to work with them to create masterful works of art, including this book.
Here's your chance to see behind the curtain. Think you might have a choice? Think "there's always a choice?" No, there's really not.
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ライダーになり損ねてゲーム業界に迷い込む。「BioShock」シリーズと「Mafia II」などの開発に携わったのち、「Spec Ops: The Line」のシナリオライダーになる。
同僚のゲームクリエイターとの確執。上司からの理不尽な要求。ゲーム業界のプレイヤー至上主義への疑念。ゲームにおける人間性に対するこだわり。シナリオ製作のために身を削り、寂しさのあまりに泣き崩れる。
一人のゲームクリエイターが創作行為に砕心没頭する、可笑しくも切ない奮闘記です。ゲーム業界関連の書籍といえば技術やビジネス、業界史など、感情描写よりは資料性や実用性を重視する本ばかりですが、Walt Williams氏の文章はダークユーモアに満ちており、生々しくて人間らしさが感じられます。ゲーム開発者として読んで、とても共感できました。
同種類の本と比べても、Cara Ellison氏やTom Bissell氏、Russ Pitts氏に勝るとも劣らないほどの文章力です。読み物として十分に面白かったです。
「Spec Ops: The Line」をプレイした人はもちろん、ゲーム業界で働いている人・ゲーム業界に興味ある人なら、是非ともオススメしたい。







