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Significant Zero

Heroes, Villains, and the Fight for Art and Soul in Video Games

Audiobook
1 of 1 copy available
1 of 1 copy available
When his satirical musings in a college newspaper got him discharged from the Air Force, it became clear to Walt Williams that his destiny in life was to be a writer—he just never thought he'd end up writing video games, let alone working on some of the most successful franchises in the industry—Bioshock, Civilization, Borderlands, and Mafia, among others.
Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. In his reflective yet comically-observant voice, Williams walks you through his unlikely and at times inglorious rise within one of the world's top gaming companies, exposing an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry's addiction to violence and explains how the role of the narrative designer—the poor soul responsible for harmonizing gameplay with storylines—is crucial for expanding the scope of video games into more immersive and emotional experiences.
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    • AudioFile Magazine
      Narrator Kevin Collins gives listeners a bird's-eye view of professional life in the video game industry. The account is written by someone who happened to fall into it and now works some of the hottest games released annually. Collins makes for a complicated narrator in this production. His soft, wry delivery fits well with Williams's deadpan jokes and commentary on annoying bosses, lame industry practices, and quirky video game culture, but it can also feel condescending and tiresome to listen to when the content is describing interesting details about how games are created. While listeners will enjoy learning about the technical details behind creating their favorite video games, they may grow tired of Collins's condescending tone. L.E. © AudioFile 2017, Portland, Maine
    • Publisher's Weekly

      August 7, 2017
      “It’s natural to wish things weren’t this way, but it won’t change anything,” notes Williams, a former video game writer, in this insightful memoir. “You either agree to the cost or move on with your life.” He is referring specifically to the “crunch,” the wearying, health-threatening final months of a game’s development cycle, but his story of a decade spent in the gaming industry is full of that “it is what it is” ethos. Williams’s positions are defiantly his own, as idiosyncratic as his path into the profession (he was introduced to a Take-Two Interactive employee via connections in a secret society of antiauthoritarians). His book gives readers a useful behind-the-scenes look at how games are made and offers some advice for aspiring creators—often simultaneously practical and tongue-in-cheek. Its most striking observations, however, are on how modern video games differ from older kinds of games, in that the rules are “fluid” and not “rigid,” and on the gaming industry’s current failings, such as a reliance on protagonists who represent blatant wish-fulfillment fantasies. Williams concludes with a hopeful vision for the future of gaming, as long as his former peers are ready to put in the work to tell more daring and unique stories.

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  • OverDrive Listen audiobook

Languages

  • English

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