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Creating Emotion in Games: The Art and Craft of Emotioneering
 
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Creating Emotion in Games: The Art and Craft of Emotioneering (Paperback)

by David E. Freeman (Author)
4.7 out of 5 stars  See all reviews (3 customer reviews)
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Creating Emotion in Games: The Art and Craft of Emotioneering + The Ultimate Guide to Video Game Writing and Design + Theory of Fun for Game Design
Price For All Three: £46.44

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Product details

  • Paperback: 576 pages
  • Publisher: New Riders; illustrated edition edition (16 Oct 2003)
  • Language English
  • ISBN-10: 1592730078
  • ISBN-13: 978-1592730070
  • Product Dimensions: 25.2 x 20.2 x 3 cm
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 373,279 in Books (See Bestsellers in Books)

Product Description

Product Description

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.



From the Back Cover

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.


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Customer Reviews

3 Reviews
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Average Customer Review
4.7 out of 5 stars (3 customer reviews)
 
 
 
 
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6 of 7 people found the following review helpful:
4.0 out of 5 stars An excellent book for any game writer, 1 Jun 2005
In the world of gaming, there are few examples of well executed storytelling. David Freeman seeks to buck this trend, and his book is very helpful to anyone who would write for games, clearly outlining the techniques that should be used to result in deep interesting game scripts. If you are interested in writing for games, there is no book that deserves your attention more, and the book outlines numerous very useful techniques to enhance your writing.

However, the author's writing is, more often than not, arrogant. He seems full to bursting with boasts, that can sometimes make the book a little uncomfortable to read. He is often very self-indulgent, dedicating an entire section of the book (Gatherings) to his own random creative musings. He continually insists on using anecdotes - anecdotes that frequently cloud his meaning, rather than revealing it.

Despite his faults, this book is very useful, and is a highly recommended buy. And at times, it is enjoyable to read, though this is not a book that should be bought if you are not entirely sure you want to write for games. It may put you off in its arrogant style, but the content in the book is more than worth the price of admission.

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5 of 9 people found the following review helpful:
5.0 out of 5 stars Excellent stuff, 30 Jun 2004
By Ed Fear (Bristol, United Kingdom) - See all my reviews
This book is, essentially, a comprehensive list of techniques divided into categories. Whilst that may not seem impressive, and whilst you may read it thinking "well I've thought of that before", nothing is so handy as to have (at the author's count) 300 written out in front of you.

The book also states very clearly the differences between writing for Hollywood/TV and writing for interactive media - and how current gamedevs are falling into traps by striving to be like Hollywood by hiring professional writers with no gaming experience.

If you intend to write a screenplay for a game, interested in getting someone else to make your game an emotional and engaging experience, or simply interested in the field of emotional gaming, then you simply CANNOT be without this book. This guy knows what he is talking about, and it's our duty to listen.

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0 of 1 people found the following review helpful:
5.0 out of 5 stars Very Deep & Thought Provoking, 7 May 2006
By J. Parmar "Parja Chper" (London, UK) - See all my reviews
(REAL NAME)   
The book tries to shift your understanding of linear writing into the not-necessarily linear writing that only the medium of computer games and the like enjoy. It is very good for beginners - and if you wish to spice up your techniques for writing in games or want to learn to write for them from scratch this is the book to start from.
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