The game’s script is also where one might find the text of what the character reads
in a mission briefing or in a book they might find. Any text that is contained in the game,
from signs and posters on the walls to the commands issued to the player character
from an off-screen commander, is included in the game’s script.
As games try to incorporate more and more story, scripts documenting all of the
dialog they include have become necessary. The most important thing to remember
when working on the script for your game is that people are usually playing your game
not for the dialog but for the gameplay. If they had wanted to watch a movie, they would
have done so. Instead they booted up your game. They may enjoy hearing some clever
dialog while they are playing, but they are usually not so interested in listening to long,
drawn-out cut-scenes that delve into endless back-story. If the gameplay is any good at
all, players are going to want to get back to it as quickly as possible. If players find them-
selves more captivated by the dialog in your game than in the gameplay, you need to
wonder why you are bothering to make a game at all.
Art Bible .................................
The art bible is often composed primarily of concept sketches and other resources that
artists can refer to as they are working on creating various visual assets for the game.
Sometimes text accompanies these images, whether in the form of handwritten notes
on concept sketches or text descriptions describing the parameters artists should fol-
low when coming up with new elements for the game. The art bible is usually not
compiled or written by the designer, but instead by the lead artist working with his
team. Of course, the information contained in the art bible needs to correspond and be
consistent with the story and characters described in the game’s other documents,
including the design document, script, and story bible. Therefore, when constructing
the art bible, the artist will work closely with the designers, writers, and producers to
make sure his work is going to fit with the overall vision for the game.
The art bible is the place where the look and feel of the game is comprehensively
established in detail. Descriptions of the art style to be employed in the game (art deco,
Chapter 17: Game Development Documentation 315
Games that feature a
lot of branching
conversations, such as
Deus Ex, often include a
scripting language
specifically for
implementing the dialog.