Download PDF Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games
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Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games
Download PDF Significant Zero: Heroes, Villains, and the Fight for Art and Soul in Video Games
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Audible Audiobook
Listening Length: 9 hours and 37 minutes
Program Type: Audiobook
Version: Unabridged
Publisher: Tantor Audio
Audible.com Release Date: September 19, 2017
Whispersync for Voice: Ready
Language: English, English
ASIN: B075FXWGSS
Amazon Best Sellers Rank:
This is a timely book about video game development. It’s also a meditation on the relationship of art, commerce, and morality in gaming.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.â€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.â€) 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.â€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.â€)If you enjoy games and are interested in the industry, this one is worth a read.
The book is a nice read about the struggle of a young man to make it into the game dev business as a writer, letting himself get lost in obsessive work practices to avoid a fronting insecurities and fears.
SIGNIFICANT ZERO is the story by Walt Williams of what it's like to be a professional game designer on some of the more important AAA games of the past decade. He was involved in Bioshock, Oblivion, Mafia II, Mafia III (briefly), and the extremely awesome Spec Ops: The Line. The book ends with his retirement from video games but he actually is returning to them as the writer of Star Wars: Battlefront II.Walt is an irreverent snarky narrator who changes the names of all of his coworkers so he can speak about them freely. For the most part, he had a supportive and well-liked team but there's some characters which he truly trashes you have to wonder about.For example, on Spec Ops: The Line (his baby), he told one writer to create APOCALYPSE NOW in Dubai with a heavy focus on fighting American soldiers as well as self-destruction of the mind. The man wrote, instead, about global warming and wasted a month when told to rewrite it because he believed a 1st person shooter about American interventionism was the best place to soapbox. This is just one of the many fascinating stories which is told in this book about some of my favorite games.Walt Williams has some interesting views on video game development as well since he doesn't approve of using them to discuss "issues" but has strong feelings about normalizing violence in video games. For example, in Mafia II, he wanted to make it clear he considered the main character to be a scumbag and the things he did were neither glamorous or moral. It's also why Mafia II remains one of the best written video games of all time (even if plays like garbage).Really, I got more than my money's worth in this book and I think anyone who is interested in the process of writing video games or the medium as "art" should check this book out.
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