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Which clippings match Carly Gale's concept of 'World Building' pg.1 of 4
16 JANUARY 2014

A Game Bible is not a Game Design Document

"Some people confuse a game bible with a GDD [game design document]. Don't make this mistake. A show bible is a term taken from television production. The show bible's emphasis is on the rules of the world and the backgrounds and relationships of the characters. This is an important document to create, especially if information about your world and characters is going to be shared with other individuals (like those working on marketing materials such as websites, comic book adaptations, and merchandising) but remember that the game bible has nothing to do with gameplay. That's what the GDD is for. ...

A GDD is first and foremost about gameplay. How the character interacts with the world rather than relates to it; a subtle difference, but an important difference nonetheless. I find bibles important, especially when communicating your game's universe to other interested parties, but it really should be done after you have started to flesh out your GDD. "

(Scott Rogers, pp.72–75, 2010)

Rogers, S. (2010). "Level Up!: The Guide to Great Video Game Design", John Wiley & Sons.

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2010adaptationbible (guide) • character relationships • document • game bible • Game Design Document (GDD) • game universe • game worldgameplay • marketing materials • merchandising • rulesshow biblestory worldtelevision production • world of the game • world of the story

CONTRIBUTOR

Simon Perkins
04 JANUARY 2014

Story and Show Bibles: TV series pitching and reference documents

"Writers who want to pitch a TV series create a show bible. The bible contains the concept, location, bios of the characters, full episodes, synopses of potential episodes, and possibly even a pilot episode. Once the TV series is launched, the show bible is used to keep track of details about the setting and characters to preserve continuity. The show bible reminds writers about pertinent but minute facts. No doubt the writers for the TV show Buffy the Vampire Slayer needed to know the characteristics of each demon that Buffy fought as well as the names of her high school classmates who turned out to be vampires. It would be confusing if a student who was supposedly a vampire one season were suddenly able to see her reflection during the next season."

(Rochelle Melander, 2011, p.46)

Melander, R. (2011). "Write–A–Thon: Write Your Book in 26 Days (And Live to Tell About It)", F+W Media.

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2011bible (guide)Buffy the Vampire Slayer • character bible • character bios • character history • consistencycontinuityepisodesfictional universehistories • keep track • living document • living inside a show • main characterpilot episode • pitch document • plotline • preserve continuity • production document • progressive design • reference document • Rochelle Melander • screenwriters • series pitch • show biblesoap opera • story bible • story breakdown • story concept • story location • story outline • story setting • synopsis • television seriesTV series • types of bibles • updated as a series progresses • world of the storywriters

CONTRIBUTOR

Simon Perkins
11 SEPTEMBER 2013

Shelter: a video game about a mother badger struggling to survive

"In Shelter you experience the wild as a mother badger sheltering her cubs from harm. On their journey they get stalked by a bird of prey, encounter perils of the night, river rapids crossings, big forest fires and the looming threat of death by starvation."

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2013adventure game • badger • badger cub • bird of prey • creaturesdangerous environmentsenvironment as antagonistfire • force of nature • forestforest fireharmindie gameindie gamesjourneyliving creature • Might and Delight (video game studio) • mothernatural environmentnature • papery style • peril • Retro Family (musicians) • rivershelter • Shelter (game) • sheltering • single-player • starvation • Steamsurvivalsurvival storySweden • The Circle (picture book) • third-personthreatUnity (game engine)video gamevideo game artvisual stylewildworld of the story

CONTRIBUTOR

Simon Perkins
21 JUNE 2013

Photobombing: foregrounding the constructed reality of photographic scenes

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breaking the fourth wallconstructed reality • diminish • distracting attentiondistracting behaviourdistraction • divert attention • extradiegeticfocus • foregrounding constructedness • grab our attentionhuman behaviourhumourintertextuality • non-diegetic • out of the spotlight • photobomb • photobombing • photographic portraitplayfulnessprankreflexive foregroundingreflexivitysnapshotssurprise • the space of the photograph • trivialisationundermine • upstage • upstagingworld of the image

CONTRIBUTOR

Simon Perkins
13 DECEMBER 2012

Journey (Video Game)

"The studio describes it as an interactive parable, the story of a lone traveller and their path through life told in the form of a voyage that starts in the vast expanses of a desert and ends ... well, to tell you how it ends would spoil it. You think you know what Journey is going to be about after the first five minutes, but you don't. I came to it expecting something charming, visually stunning and perhaps even mildly edifying. I left thinking that it may well be, in many ways, the best video game I have ever played.

You play a traveller swaddled in red robes, beginning atop a desert sand dune with a view of a shining mountain on the horizon. You're given no direction; instead you're guided by the natural impulse to move towards that looming, distant beacon. Control is intentionally simple and unobtrusive; you can only walk, jump and sing, but Journey still crafts some astounding scenarios from those bare gameplay ingredients. It has you surfing down sand dunes in the fading light, scaling towers, flying on the wind and cowering in underground ruins as you slowly uncover what could have happened to the civilisation that must have once lived there."

(Keza MacDonald, 13 March 2012, The Guardian)

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2012abandoned ruinsancient cityatmospheric presence • Austin Wintory • barren land • beacon • clothcontinuous • crevice • cutscene • desertdesolate space • endless desert • environment as antagonist • float through the air • floating in spaceflyinggame worldheros journeyhorizonindie game • interactive parable • Journey (2012) • lone traveller • mountain • musical chime • natural impulse • open worldPlaystation 3quest • reach the summit • redrobe • robed figure • ruins • sand dune • scarf • smooth spacesnowSony Computer Entertainmentstone • Thatgamecompany • timelessnesstower • underground ruins • video gamevoyagewindwordless

CONTRIBUTOR

Guannan (cassie) Du
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