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Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques Paperback – December 2, 2014
| Evan Skolnick (Author) Find all the books, read about the author, and more. See search results for this author |
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With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
- Print length208 pages
- LanguageEnglish
- PublisherWatson-Guptill
- Publication dateDecember 2, 2014
- Dimensions6.06 x 0.55 x 9.1 inches
- ISBN-100385345828
- ISBN-13978-0385345828
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Editorial Reviews
Review
-- Toronto Thumbs
[This] book piqued our interest to an exceptional degree. 'Video Game Storytelling: What Every Developer Needs To Know About Narrative Techniques' is perfect for anyone who is a Developer, wants to get into game development, anyone who is a fiction writer, or anyone who wants to have a greater understanding and appreciation of the fictional game worlds we so much enjoy.
-- Digital Mayhem Radio
I found it to be both interesting and entertaining, using real-life examples taken from very popular movies and games that most people will be readily familiar with. I feel that Evan Skolnick has a lot to share and I really wish I had the opportunity to attend one of his talks. I would recommend Video Game Storytelling to anyone involved in the game development process - or anyone hoping to get into game development.
-- Game Vortex
If you’re the kind of gamer who likes to peek behind the curtain of video game development – and you don’t mind picking up a book once in a while – I recommend the new Video Game Storytelling by industry veteran Evan Skolnick. The book is aimed primarily at game developers, but it’s fascinating stuff for anyone interested in games as a storytelling medium.
-- News & Observer
Skolnick broke down the basic structure of video game storytelling into various parts that highlighted the importance of each and how they could be applied to video games. There’s a lot of information that’s covered, but presented straight-forwardly with plenty of examples of how it was all used previously. Overall, I enjoyed this book and I recommend it to anyone who wants to read it.
-- Our Thoughts Precisely
The reader is also introduced to the term ludology, or the study of games. Taken from the Latin verb ludere ‘to play’ it is used and expanded on to introduce even the more erudite terminology of, “ludonarrative harmony/dissonance.” Simply put, it describes how story can make or break the player’s gaming experience. It is worth buying the book just to read how Skolnick defines this with concrete examples from past and existing games.
-- Gameindustry.com
About the Author
Excerpt. © Reprinted by permission. All rights reserved.
All but the smallest-scale video games are created by groups of people working together. Mission designers collaborating with AI programmers, concept artists working with 3D modelers, audio designers coordinating with tools engineers, environment artists working with lighting experts, and dozens or even hundreds of other potential kinds of interactions. But success will elude them all, unless everyone on the team—whether it’s comprised of two members or two hundred—is pulling in the same direction.
There’s rarely one person you can point to as the reason a game is of high quality. Conversely, there’s hardly ever a single individual you can blame for the opposite. Game development is a team effort, and the team wins or loses together.
This is also true of the game story. No one person can pull it off alone.
It is not enough to hire a talented writer and/or narrative designer for your game. Depending on the scope of your project, it will ultimately take designers, artists, animators, programmers, audio experts, and potentially many other specialists to deliver the narrative content in the final product—to bring the story to life.
Thus, the working relationship of the writer with the rest of the team largely determines the game’s potential narrative quality. That relationship hinges on the team members’ familiarity with storytelling, their attitudes toward story’s place in games, and their mastery of a common language with which everyone on the team can discuss the game narrative.
It is the goal of this book to provide that common language, and to help give you, your team, and your game the best chance to deliver entertaining, effective, and well-integrated story content.
I have spent over a decade in the game development industry, working in various roles, on dozens of projects, delivered on every major platform. During that time I have collaborated with hundreds of developers to solve creative, technical, and logistical game development problems. I have found narrative challenges to be among the most subtle and intractable.
And I’m not alone. Over the years I’ve been fortunate enough to become acquainted with many fellow game writers and narrative designers, each with their own “war stories” and frustrations from projects current and past, each of us trying to find ways to make game and story play more nicely together—attempt after attempt to solve this ongoing conundrum.
My own efforts in this area have met with some limited success, on projects ranging from kid-targeted handheld games such as IGN Game of the Year cowinner Over the Hedge for the Nintendo DS, to the Academy of Interactive Arts and Sciences story award nominee Marvel: Ultimate Alliance 2, to the first mature audience–oriented Star Wars title ever attempted: E3 2012 showstopper (and unfortunate victim of corporate upheaval) Star Wars 1313.
Beyond toiling behind the scenes on these and other projects, I’ve also very publicly tried to bridge the gap between gameplay and storytelling by speaking at various conferences and shows, particularly the Game Developers Conference (GDC). On an annual basis since 2006, I have run a day-long tutorial at GDC in San Francisco—by now experienced by over one thousand working and aspiring game developers—focused on the essentials of story development. With a wide mixture of attendees including game producers, designers, artists, programmers, and academics, the workshop provides core principles of storytelling in a compact and intensive primer.
But not everyone can get to San Francisco easily; nor can every producer afford GDC passes for every member of his or her team. Thus this book, which contains similar information to what one would experience in my tutorial, albeit in a noninteractive (but eminently more affordable!) format.
The book is divided into two main parts. Part I provides a basic grounding in well-established principles of Western storytelling: the common language that everyone on the team can use when discussing narrative elements.
Part II represents a deeper dive, investigating the specifics of storytelling as they relate to the main areas of game development and describing in greater detail how members of each discipline can contribute to—or potentially sabotage—good storytelling.
As we embark on this journey together, you may notice a few choices I’ve made. The first is that when it comes to examples from existing stories, many of the ones I’ve selected are from movies. As this is a book about video game storytelling, you might wonder why most or even all of the examples aren’t culled from games. The simple answer is that there are a significant number of movies that I feel safe in assuming nearly everyone has seen from beginning to end (for example, the original Star Wars). When it comes to games, though, due to their longer length and potential for players to get “stuck,” there are few if any examples for which I can safely make the same assumption. Sadly, there just aren’t many games that everyone in our industry has purchased and played. Even if there were games we had all played, it’s unlikely we all would have finished them. Online player data regularly confirms the low percentage of players who tend to push through any game’s story mode to completion—it’s almost always less than half.
Another aspect you might notice is a focus on console and PC games vs. games on other platforms, particularly the burgeoning mobile and tablet gaming sector. With regard to narrative, large-scale projects generally offer the “biggest stage” for storytelling, which in turn allows for a deeper discussion of those elements as they relate to game development. Please be assured, the core lessons from this book are applicable to the development of any digital game, whether it’s on a console, PC, handheld system, tablet, or phone.
Finally, although they are two distinct roles, for simplicity’s sake I will use the terms “game writer” and “narrative designer” (along with the more generalized “narrative expert”) interchangeably throughout this book.
With those caveats and explanations out of the way, it’s time to dig in. Let’s take a look behind the curtain at what makes your favorite stories tick, and discover how you can apply these lessons to your own role as a game developer.
Product details
- Publisher : Watson-Guptill; NO-VALUE edition (December 2, 2014)
- Language : English
- Paperback : 208 pages
- ISBN-10 : 0385345828
- ISBN-13 : 978-0385345828
- Item Weight : 9.4 ounces
- Dimensions : 6.06 x 0.55 x 9.1 inches
- Best Sellers Rank: #405,495 in Books (See Top 100 in Books)
- #93 in Computer & Video Game Design
- #210 in Game Programming
- #262 in Video Game Art (Books)
- Customer Reviews:
About the author

With over twenty-five years of story and game development experience at world-class entertainment companies such as Marvel, Activision, and Lucasfilm, EVAN SKOLNICK brings a unique perspective to narrative experiences in games. An international speaker and educator, he has conducted workshops on storytelling techniques for well over a thousand game development professionals. Skolnick’s work includes projects such as Star Wars 1313, Marvel: Ultimate Alliance 2, The Godfather: Five Families, Over the Hedge, Spider-Man 3, Spy Muppets, and many others. He lives in the San Francisco Bay Area with his wife and two sons. Visit www.evanskolnick.com.
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Before I go any further, I should to let you know where I’m coming from. I have been playing games for decades, both board games and computer games. I’m not one to spend all my time gaming, but I have spent months trying to get to the end of a computer game. “Riven,” the second of the “Myst” series, comes to mind. Also “BioShock.” I am not a game developer. I am an author. I write fiction, screenplays and non-fiction, but mostly novels and books on how to write novels. I have written on storytelling as a subject independent of genre.
So I’m an author and a gamer, while Evan Skolnick is a gamer and has been a game developer for decades. He gives seminars at the annual Game Developers Conference in San Francisco. Game creators struggle with how to integrate narrative storytelling into the action of a game so that it provides a richer and more complete experience for the player. Skolnick wrote this book to help developers more fully understand the art of narrative storytelling in video games. I read his book not to critique it but to learn something about storytelling in games. And it taught me quite a lot. I was not disappointed. The book’s subtitle is “What every Developer Needs to Know About Narrative Techniques.” This is the heart of the matter: how to integrate games and storytelling.
The book is divided into two parts, the first titled “Basic Training” is more about storytelling elements themselves: conflict, structure, character and arcs, etc. These are the elements of storytelling as applied to game creation. The second part is titled “In the Trenches.” Here Skolnick gets down to describing the mechanics of actual game development, including the composition and function of the team, all the while paying particular attention to how the story comes together as the game progresses, and how each element of the team makes that happen. This is great stuff.
But here come my quibbles. The good news is that Skolnick fully understands that the engine that drives any story is conflict. Without conflict, you have no story. Hollywood screenwriters understand this better than do novelists, but game creators revel in open unabashed conflict, sometimes to its detriment. The problem comes in Chapter 2 when Skolnick discusses “The Three-Act Structure,” (page 15) which was first identified by Aristotle. Skolnick interprets the first plot point as the beginning of confrontation, i.e., the beginning of the conflict. Here’s how he describes the first act:
“The audiences of other story-based media — novels, movies, comic books, and plays — come into the experience with a certain degree of patience. They’re willing to spend some time up front getting familiar with the world and characters before the main conflict is introduced and the story really gets going.” [page 21]
This just quite simply is not true. Skolnick goes on:
“While traditional story audiences regularly tolerate 25 percent or more of the total story time being devoted to initial setup…” [page 21]
How he could be so wrong about this and it could escape the attention of his editors is beyond me. In traditional story structure, the conflict is locked as soon as possible, very close to the beginning. The first plot point is when the central conflict takes off in a new direction, perhaps a dramatic escalation or an expansion of the scope of the conflict. So the central conflict is actually locked at the beginning of Act I and is dramatically escalated at the beginning of Act II. No one would wait until 1/4 of the way through the story to start the confrontation. Here’s the opening on E.B. White’s “Charlotte’s Webb,” a children’s book:
"Where's Papa going with that ax?" said Fern to her mother as they were setting the table for breakfast.
"Out to the hoghouse," replied Mrs. Arable. "Some pigs were born last night."
Fern is out the door in a flash to stop her papa, and the story is off at a dead run. Furthermore, in the opening three pages of Dan Brown’s “The Da Vinci Code,” an albino murders the curator of the Louvre Museum in Paris locking the conflict that unfolds at a break-neck pace that is only resolved at the end. I realize that not all novels are structured this way, but neither are all video games. And as for movies, here’s what Irwin R. Blacker says in his book, “The Elements of Screenwriting”:
“Conflict is the essence of narrative film. In the opening minutes of a film, two or more forces come into opposition. In film terms, the conflict is ‘locked’ as quickly as possible. So urgent is the need to lock the conflict that many films do so in the tease before the title and credits.” [page 7]
Skolnick has not done his homework on narrative storytelling.
Whatever Skolnick’s misconceptions about plot point 1, he fully understands plot point 2, which occurs 3/4 of the way through the story. Here’s what he says about it:
“Plot Point 2 separates Acts II and III, and is sometimes a bit fuzzier. Generally it’s the moment in which the Hero, battered by the effort of already overcoming so many challenging obstacles, finally sees the path to victory. She hasn’t achieved it yet, and the outcome could still go either way, but the Hero has had some kind of epiphany and at last knows what she needs to do — if she can only pull it off!” [page 16]
This is a profound statement about plot point 2, and this paragraph alone makes the book worth reading. To his credit, Skolnick also understands the biggest problem with the three-act structure: mid-story sag. Here is his comment on the subject and his solution:
“Act II is usually about twice the length of either of the other acts — it’s big! So big, in fact, that it sometimes gets hard to handle when it comes to structure, planning, and pacing. A writer can start wandering in Act II and lose momentum quite easily. Because of this, many writing gurus split Act II into halves, separated by a Midpoint — the halfway point not only of the act, but also of the overall story — at which time things will often spin in a new direction.” [page 14]
This is extraordinarily insightful, and you can see this midpoint as a “reversal of action” in many movies. For example, in “Jaws” the shark hunts the people for the first half of the movie, and the people hunt the shark in the second half. In Cameron’s “Titanic,” the ship floats in the first half, hits the iceberg in the midpoint and sinks during the second half. Many novelists and movie makers don’t have this insight, but Skolnick nails it.
My other problem with Skolnick’s discussion in Chapter 2 is that he seems to believe that the protagonist (generally the player of the game) is always there to resolve a conflict that was locked long before the player arrived. Granted, many stories are of this nature. “Star Wars” is one. “Riven” is another. Even “BioShock” fits that format. But what Skolnick is suggesting is that it’s always the same setup. This may be true of current video game development, but it doesn’t have to be that way in the future. The conflict doesn’t have to have a backstory. The relationship between the protagonist and the antagonist can be simpatico at first but rapidly deteriorate into a prolonged conflict. All authors know this. I’m not sure why the gaming community would have such a narrow view of the central conflict.
Skolnick focuses on what storytellers from other disciplines (novel writing, screenwriting, playwrighting) can tell game developers, but it’s also obvious that game developers have a lot to offer authors. What I’m thinking of has to do with environments and how they can help tell the story, particularly the backstory. It isn’t something that authors don’t already know, but the degree to which game developers concentrate on letting the environment tell part of the story really is an eyeopener. After all, game developers can’t get away with sketching a few images of a setting. They have to present it in all its glory as continuous visual images from many different angles. They expect the player to spend time roaming the landscape viewing the scenery and perhaps solving a puzzle or two. The environment must be interactive. An author can get away with only describing the salient features of a character’s appearance, but a game developer has to show the complete character, plus the way the characters move. This is pure choreography.
I could write a book about this book. It’s that interesting. As I’ve already stated, it isn’t perfect, but it goes a long ways down the road to explaining narrative technique in video game storytelling. A lot of people could benefit from reading it, and they aren’t all game developers.
Please, do yourself a favor and buy this. Even if you already have a firm grip on the three act structure, or how to write good dialogue, its worth taking the time to read.
I was looking for books that discussed the narrative aspects of gaming for my research on #VoiceGameDev. This is exactly what I was looking for and I would recommend it to anyone creating a voice based game as well as the video gaming it speaks to. Although some roles would be different, I imagine the same level of collaboration and respect with the narrative creators will be even more important.
I'm glad I did.
As an indie game developer I wear many hats, and one Evan has helped me to see more clearly is that I'm Chief Narrative Officer.
This book achieves it's stated goal: to provide a quick firm foundation of storytelling principles so game developers can appreciate the actions they take which help or hinder story.
I have read books on character design, screenplay writing, and how to write fiction. Yet remarkably this smaller, more precise book was more useful.
From my perspective, the first part of the book is a oversimplification on scriptwriting that might be misleading.
Top reviews from other countries
Very recommend reading.








