Posts Tagged ‘video games’

Jane Austen: Word Fighter

Jane Austen: Word Fighter

The love affair between literature and video games keeps going strong. Who’s the newest literary figure to cross over?
Why, Jane Austen, of course.
App developer Feel Every Yummy presents Word Fighter, a head-to-head word puzzle game starring literary characters. The game looks like Street Fighter crossed with Boggle, and here’s the trailer, which can [...]

The Games Writers Play

The Games Writers Play

So you’re hanging out with some writer-friends on a Saturday night.  Perhaps you’re gathered your salon sipping absinthe, or–let’s be realistic, here–snuggled up on hand-me-down sofas drinking Yellowtail and arguing about why people don’t read short stories.  (Uh, just me?)
Anyway, at some point you call a truce in the debate on whether “chick lit” is [...]

Video games: the next writing prompt?

Video games: the next writing prompt?

As part of our ongoing Short Story Month celebrations, we’re delighted to present the following guest post by Drake Misek, an intern at Fiction Writers Review through the Undergraduate Research Opportunity Program (UROP) at the University of Michigan.

The next game to come out of Rockstar—who you probably know for Grand Theft Auto and might [...]

Sims, meet literature.  Literature, meet The Sims.

Sims, meet literature. Literature, meet The Sims.

Perhaps you’ve seen the work of Next Media Animation, which animates recent news stories into (unintentionally?) hilarious Sims-style 3-D video clips. (Seriously. If you haven’t seen these before, check them out now. Go ahead. I’ll wait right here.)
Anyway, now this 3-D technology is being used for something educational. [...]

Lit and video games: a forbidden love story?

Lit and video games: a forbidden love story?

hy aren’t more novelists writing video games? That’s what the Guardian asked recently:
Part of the problem is clearly to do with priorities. As the game writer and former critic Rhianna Pratchett says in the film: “Story is often the last thing thought about and the first thing pulled apart.” So much effort goes into [...]

Gatsby: The Video Game

Gatsby: The Video Game

e’ve talked about video games and their relation to narrative before. But how about fiction as video game?
Enter I-Play’s video game Classic Adventures: The Great Gatsby, based on F. Scott Fitzgerald’s novel. According to the game description, you can “Find the hidden items on your list triggering character dialogue and progressing the story,” [...]

WGA's 2009 Nominations for Best Video Game Writing

WGA’s 2009 Nominations for Best Video Game Writing

Yesterday FWR published a very exciting essay by Michael Rudin on the history, future, and literary/artistic potential of video games. While this piece was in the publishing pipeline, the Writer’s Guild of America announced its 2009 nominations for best video game writing. The “destabilizing” narrative behind Modern Warfare 2, discussed in Rudin’s essay, was officially [...]

Writing the Great American <span style="text-decoration: line-through;">Novel</span> Video Game

Writing the Great American Novel Video Game

For some time I was one of few standing firmly in both camps—writer and gamer, fiction-fiend and pixel-popper. But the innovative nature of Next-Gen gaming, with its leaps in technology and massive install-base, means games have developed new depth–and the future of gaming promises to look a lot more like literature than flight simulators. This is, in many ways, the rise of a new novel. Like its lexicographic predecessor, the pixilated form revels in moral ambiguity, character motivations, conflicts between free will and fate.

Games Are Not About Monsters

Games Are Not About Monsters

Monster-killing does not have to be a hypersigil; it’s more basic than that. The organizing moral principles of a game world often boil down to something desperately obvious: black-and-white, good and evil. This isn’t bad in itself because a good game, like a good book, then takes the player into a more familiar ambiguity. Good and bad become less easily separated and less relevant the longer you travel. The trick is to create, in the gamer, a commitment to a point of view, whatever its morality…