A large focus of the book is the internal machinations of game production, and the demands it places on a writer. For example, a basic shooter may only require a few weeks of work on the writer
‘sbehalf for the basic story, while a full-blown RPG could have the writer coming back time and again to rewrite dialogue to match the flow of the game.
Ince throughout the book emphasizes the use of interactive fiction and we get the impression this is his preference. He even goes as far as to say Half-Life 2 is not the best example of good story exposition, as the player neither takes part in dialogue, or is required to pay attention to it, lessening its importance. —Logan Booker —Writing for Video Games (Atomic)
A review of Steve Ince’s Writing for Video Games.