The book is less about narrative design for video games and more about platform for the author to name drop all the cool people he’s met and talk about the books he’s read in his youth.
The desire to convey the structure of game development to students is apparent here, don’t get me wrong. However, I feel the book does too much to try and stay evergreen, and in doing so has made it sort of irrelevant and outdated in a few key ways.
First, in approaching creativity, the author explains Duffer’s Drift, wherein gaps in their defenses came to the character in a dream. Sure, this happens, for some people. Others who may not have this experience or ability would have benefitted from some ideation techniques, how to use a Trello board, or how to collaborate rather than ‘collaborating happens in game dev!’ Not ‘watch all the anime movies and games you can until you create an idea’ which might never happen. I’ve had students like this who just wanted to watch anime, and they never wanted to do more than that, and I feel this book fails here.
There’s a section devoted to ‘testing with gamers’ which yes, that is essential. But it too suffered from this ‘evergreen’ tendency, where the solution was more or less ‘you’ll never know what gamers want from your game’ which yeah, sure, but how about giving some advice on how to generate mechanics or how to improve gameplay? Surely at this point there’s tons of data you could have referenced especially when it comes to the virality of mobile games or the various retro movements within Indie scenes. Too vague.
TL;DR: It’s rife with self help tropes like ‘smart goals’ ‘using your subconscious to find solutions’ and Thomas Edison quotes. The reference to Any information is few and far between and is presented so broadly that nothing unique or useful is conveyed. I’d skip this.