In an essay on Tom Bissell years ago, I took a not-very-contextualized swipe at this book, as follows:
The latest book on the pile is Lee Sheldon’s Character Development and Storytelling for Games, which is apparently designed for those game writers who have never written anything before and came in from some other part of the production team.
Sheldon’s book dutifully describes many, many basic aspects of story-building; offers an introductory view of plot structures for video games, while deftly avoiding any really hard problems or really interesting solutions; and takes care to remind the reader every few pages of Sheldon’s credentials not only as a professional writer but as the sort of person who has shared a limo with Dick Clark… It is the mental-nutrition equivalent of buttered macaroni…
That was way more of a cheap shot than it needed to be, and I’ve felt a bit guilty about it since. In the unlikely event that Mr Sheldon is tracking my opinion of his work, I apologize for being so flippant.
As I reread the 2004 edition on my ongoing survey of game writing books, I do still have some related criticisms, but I would phrase them more gently and admit more virtues in the project. There’s also a fair share of material that is likely to be helpful to beginners, as well as observations that go a bit deeper. It’s also perfectly readable from moment to moment. I just find that the rate of new revelations per chapter is significantly lower than I would prefer.
Continue reading “Character Development and Storytelling for Games (Lee Sheldon)”


One of several contributions from the graph theory members of the group was the idea of a “motif,” a recurring pattern from within a larger graph, which could be reasoned about. The motif here might represent the idea of a small family — all the members know one another. Many other social situations could be represented this way, including ideas like “one character knows everyone else” or “this character is a loner.”