A video game insider reveals how stories power the best computer games
Video games are now bigger than the global film and music industries combined – and they’re quietly transforming how stories are told. When Worlds Collide is a groundbreaking video game storytelling book that shows, in clear and compelling prose, exactly how this new medium works – and why every writer, designer and curious player should care.
Drawing on decades as a game writer, narrative designer and academic, Colin Harvey takes you inside the writers’ rooms, VR labs and blockbuster studios where today’s most innovative stories are made.
From Sony’s VR action game Blood & Truth to epics such as The Last of Us, Ghost of Tsushima, Grand Theft Auto and cult indie titles, he reveals how video games reinvent storytelling by handing agency to the player – and what that means for plot, character and emotion.
Organised in short, highly readable chapters, the book explores:
Games versus stories – why games aren’t just “interactive films”, and how interactive storytelling and game narrative must solve problems other media never face.
The hidden history of non‑linear and participatory tales, from Tristram Shandy to Choose Your Own Adventure, that paved the way for modern games.
The craft of narrative design in video games – pacing, player choice, “ludonarrative dissonance”, and the tricky business of aligning what the player does with what the story wants.
Dialogue, character arcs and “world logic” – the nuts and bolts of writing stories for video games so they feel alive rather than scripted.
Time, space and open worlds – how game storytellers choreograph exploration, repetition, side‑quests and hub‑and‑spoke structures to create satisfying journeys.
Pipelines, performances and collaboration – how writers, level designers, actors, coders and artists actually work together on large productions.
The ethical dimensions of game design: choice, consequence, violence, representation and the politics of letting players “do anything”.
Worldbuilding in the age of franchises, live services and streaming – from tightly crafted indie gems to sprawling universes.
Later chapters look ahead to the metaverse and mega narrative, interrogating what happens when stories stretch across films, comics, novels, streams and persistent online worlds – and how the tools of game storytelling help us make sense of these tangled universes.
He also examines storytelling in games and VR, and asks what the future of interactive storytelling might look like as AI, virtual reality and new platforms accelerate the collision between the player’s world and the fictional one.
Accessible yet rigorously informed by game studies narrative theory, When Worlds Collide is both an introduction for newcomers and a thoughtful video game narrative design guide for working professionals and students. Whether you are:
a novelist, screenwriter or playwright curious about writing for games
a game designer or developer who wants to understand story craft
a narrative designer or writer looking to deepen your toolkit
a lecturer or student on a game design, creative writing or media course
or simply a player who loves story‑rich games and wants to peek behind the curtain
…this book will change how you see the games you play, the stories you watch – and the stories you might create yourself.
Reviews
'People often ask why I care about storytelling in games. From now on I'll just give them this book' – Antony Johnston (Dead Space, Resident Evil Village)
Buy the book and start learning the secrets of video games
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Colin Harvey is an experienced game writer and narrative designer. His forthcoming work includes a major soon-to-be released open world fantasy game. He was co-writer on Sony's acclaimed Virtual Reality thriller Blood and Truth. His other game work includes material for Saber's Evil Dead game and Rebellion's Sniper Elite and Strange Brigade franchises. Outside of games he has written tie-in material for Big Finish's Doctor Who and Highlander ranges, short fiction for Warhammer and comic stories for 2000AD and Commando. He was formerly an academic teaching and researching worldbuilding, interactive narrative, game storytelling and transmedia storytelling at institutions including King's College London, Bournemouth University, London South Bank University and Western Sydney University. He is the author of Fantastic Transmedia (Palgrave 2015) and wrote and presented The Origins of the Metaverse for BBC Radio Four in 2022.
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Paperback. Zustand: New. A video game insider reveals how stories power the best computer games Video games are now bigger than the global film and music industries combined - and they're quietly transforming how stories are told. When Worlds Collide: How Video Games Reinvent Storytelling and Why It Matters is a groundbreaking video game storytelling book that shows, in clear and compelling prose, exactly how this new medium works - and why every writer, designer and curious player should care. Drawing on decades as a game writer, narrative designer and academic, Colin Harvey takes you inside the writers' rooms, VR labs and blockbuster studios where today's most innovative stories are made. From Sony's VR action game Blood and Truth to epics such as The Last of Us, Ghost of Tsushima, Grand Theft Auto and cult indie titles, he reveals how video games reinvent storytelling by handing agency to the player - and what that means for plot, character and emotion. Organised in short, highly readable chapters, the book explores: Games versus stories - why games aren't just "interactive films", and how interactive storytelling and game narrative must solve problems other media never face.The hidden history of non-linear and participatory tales, from Tristram Shandy to Choose Your Own Adventure, that paved the way for modern games.The craft of narrative design in video games - pacing, player choice, "ludonarrative dissonance", and the tricky business of aligning what the player does with what the story wants.Dialogue, character arcs and "world logic" - the nuts and bolts of writing stories for video games so they feel alive rather than scripted.Time, space and open worlds - how game storytellers choreograph exploration, repetition, side-quests and hub-and-spoke structures to create satisfying journeys.Pipelines, performances and collaboration - how writers, level designers, actors, coders and artists actually work together on large productions.The ethical dimensions of game design: choice, consequence, violence, representation and the politics of letting players "do anything".Worldbuilding in the age of franchises, live services and streaming - from tightly crafted indie gems to sprawling universes, Harvey offers a practitioner's guide to worldbuilding for video games. Later chapters look ahead to the metaverse and mega narrative, interrogating what happens when stories stretch across films, comics, novels, streams and persistent online worlds - and how the tools of game storytelling help us make sense of these tangled universes. He also examines storytelling in games and VR, and asks what the future of interactive storytelling might look like as AI, virtual reality and new platforms accelerate the collision between the player's world and the fictional one. Accessible yet rigorously informed by game studies narrative theory, When Worlds Collide is both an introduction for newcomers and a thoughtful video game narrative design guide for working professionals and students. Whether yo. Bestandsnummer des Verkäufers LU-9781914487347
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Paperback. Zustand: new. Paperback. A video game insider reveals how stories power the best computer games Video games are now bigger than the global film and music industries combined and theyre quietly transforming how stories are told. When Worlds Collide: How Video Games Reinvent Storytelling and Why It Matters is a groundbreaking video game storytelling book that shows, in clear and compelling prose, exactly how this new medium works and why every writer, designer and curious player should care. Drawing on decades as a game writer, narrative designer and academic, Colin Harvey takes you inside the writers rooms, VR labs and blockbuster studios where todays most innovative stories are made. From Sonys VR action game Blood & Truth to epics such as The Last of Us, Ghost of Tsushima, Grand Theft Auto and cult indie titles, he reveals how video games reinvent storytelling by handing agency to the player and what that means for plot, character and emotion. Organised in short, highly readable chapters, the book explores: Games versus stories why games arent just interactive films, and how interactive storytelling and game narrative must solve problems other media never face.The hidden history of nonlinear and participatory tales, from Tristram Shandy to Choose Your Own Adventure, that paved the way for modern games.The craft of narrative design in video games pacing, player choice, ludonarrative dissonance, and the tricky business of aligning what the player does with what the story wants.Dialogue, character arcs and world logic the nuts and bolts of writing stories for video games so they feel alive rather than scripted.Time, space and open worlds how game storytellers choreograph exploration, repetition, sidequests and hubandspoke structures to create satisfying journeys.Pipelines, performances and collaboration how writers, level designers, actors, coders and artists actually work together on large productions.The ethical dimensions of game design: choice, consequence, violence, representation and the politics of letting players do anything.Worldbuilding in the age of franchises, live services and streaming from tightly crafted indie gems to sprawling universes, Harvey offers a practitioners guide to worldbuilding for video games. Later chapters look ahead to the metaverse and mega narrative, interrogating what happens when stories stretch across films, comics, novels, streams and persistent online worlds and how the tools of game storytelling help us make sense of these tangled universes. He also examines storytelling in games and VR, and asks what the future of interactive storytelling might look like as AI, virtual reality and new platforms accelerate the collision between the players world and the fictional one. Accessible yet rigorously informed by game studies narrative theory, When Worlds Collide is both an introduction for newcomers and a thoughtful video game narrative design guide for working professionals and students. Whether you are: a novelist, screenwriter or playwright curious about writing for gamesa game designer or developer who wants to understand story crafta narrative designer or writer looking to deepen your toolkita lecturer or student on a game design, creative writing or media courseor simply a player who loves storyrich games and wants to peek behind the curtain this book will change how you see the games you play, the stories you watch and the stories you might create yourself. If you care about where narrative is going next, When Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Bestandsnummer des Verkäufers 9781914487347
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Paperback. Zustand: New. A video game insider reveals how stories power the best computer games Video games are now bigger than the global film and music industries combined - and they're quietly transforming how stories are told. When Worlds Collide: How Video Games Reinvent Storytelling and Why It Matters is a groundbreaking video game storytelling book that shows, in clear and compelling prose, exactly how this new medium works - and why every writer, designer and curious player should care. Drawing on decades as a game writer, narrative designer and academic, Colin Harvey takes you inside the writers' rooms, VR labs and blockbuster studios where today's most innovative stories are made. From Sony's VR action game Blood and Truth to epics such as The Last of Us, Ghost of Tsushima, Grand Theft Auto and cult indie titles, he reveals how video games reinvent storytelling by handing agency to the player - and what that means for plot, character and emotion. Organised in short, highly readable chapters, the book explores: Games versus stories - why games aren't just "interactive films", and how interactive storytelling and game narrative must solve problems other media never face.The hidden history of non-linear and participatory tales, from Tristram Shandy to Choose Your Own Adventure, that paved the way for modern games.The craft of narrative design in video games - pacing, player choice, "ludonarrative dissonance", and the tricky business of aligning what the player does with what the story wants.Dialogue, character arcs and "world logic" - the nuts and bolts of writing stories for video games so they feel alive rather than scripted.Time, space and open worlds - how game storytellers choreograph exploration, repetition, side-quests and hub-and-spoke structures to create satisfying journeys.Pipelines, performances and collaboration - how writers, level designers, actors, coders and artists actually work together on large productions.The ethical dimensions of game design: choice, consequence, violence, representation and the politics of letting players "do anything".Worldbuilding in the age of franchises, live services and streaming - from tightly crafted indie gems to sprawling universes, Harvey offers a practitioner's guide to worldbuilding for video games. Later chapters look ahead to the metaverse and mega narrative, interrogating what happens when stories stretch across films, comics, novels, streams and persistent online worlds - and how the tools of game storytelling help us make sense of these tangled universes. He also examines storytelling in games and VR, and asks what the future of interactive storytelling might look like as AI, virtual reality and new platforms accelerate the collision between the player's world and the fictional one. Accessible yet rigorously informed by game studies narrative theory, When Worlds Collide is both an introduction for newcomers and a thoughtful video game narrative design guide for working professionals and students. Whether yo. Bestandsnummer des Verkäufers LU-9781914487347
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