Games from Books

Making a Game for In-Between the Books – Kind Of

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As a bit of a gamer, I felt it was only a logical step to create a game for in-between the books of Kingmaker and Fury. Of course, the series of books will probably be finished before the one game. Still, I thought it would be a fun addition to the Witcham Series.

The more I think about it, the more I’m leaning toward developing an RPG out of the entire world setting.

I know, that’s biting off a bit more than I can chew at the moment. But don’t worry, this is more of a “lazy Sunday” thing. Until I can afford some help, I’m focusing all of my weekly efforts on building up WriterSanctuary.

Why Care About a Game for the Books?

Not all authors care about creating game adaptations of their books, and that’s completely fine. But how many of you would love to see your story on the big screen or even as a Netflix or Hulu original?

Adaptations for movies and games are quite similar. The only real difference is the target audience. Keep in mind that the gaming industry generated approximately $184.3 billion in 2024. That’s quite a massive market to tap.

Marketing to Fantasy Players

I personally know a slew of roleplaying gamers who read fantasy books. By creating a game that centers around my world, I’m inviting those individuals to play and read the storylines.

For one thing, I’m only making games to connect the books together but can work as standalone titles. This means you don’t need to read the books to enjoy the game. However, you’ll get more out of the experience by playing and reading the entire series.

Puts Readers in the Story

Reading a story is one thing, but a lot of people enjoy actually living it. Their decisions shape how the game unfolds and can battle against some of the great beasties they only read about in the books.

It’s one of the biggest reasons why games like Baldur’s Gate work so well. There is a fanbase for the Dungeons & Dragons world, and a lot of folks like being part of that story. And the books that go along with D&D are some of the best that I’ve read.

One of my favorites is Knight of the Black Rose, which starts in Dragonlance and ends in Ravenloft, two popular domains in Dungeons & Dragons.

Fun Way to Connect the Books

One of my ideas for making the games in the first place is to connect the series together. For example, there is about three months that passes between Kingmaker and Fury. What happens in those three months?

As I said, the games will work well enough on their own without reading the series. However, I’m dropping Easter Eggs here and there that connect Kingmaker directly to Fury.

Might Make a Few Extra Bucks – Maybe

If I can find a decent platform, I’ll probably make the games about the same price as the books. That means we’re looking at $20 maximum. That’s if I can find a good platform and some talented folks to help make them.

Currently, I’m toying with the Aurora Toolset in Neverwinter Nights. It’s a module builder program for the game so you can make your own adventures. Also, it’s software from 2002. I’d love to make the game with something newer, but Aurora is extremely easy to use.

If I stick with that platform, then the games will be free because you need to buy Neverwinter in order to play it.

The more I think about it, though, the more I’m leaning toward using an actual gaming engine to sell the games on Steam. I might try my hand at using something like Unity.

I’m a Bit of a Gamer

I’ve been playing RPGs since I was nine years old on the Commodore 64. For me, it’s a logical progression of my writing career. Well, that and making a few movies while writing screenplays.

If I had to choose between the two, though, I’d easily side with making video games over movies. But then again, if Netflix tossed six figures at me to make the Witcham series into a season or two of shows, I wouldn’t balk.

How Does This Pertain to Writing?

Some of the hottest games still need writers at their core. This is especially true for those games that are heavy on storytelling to engage the player. Again, look at the storytelling of Baldur’s Gate.

That’s just one example of how writers are essentially the backbone of great titles. Without a gripping tale, awesome dialogue, and great voice acting, a lot of games will just fall off comparatively.

In my case as an author, it comes down to a few elements of why I want to throw my hat in the ring.

Dialogue Writing

One of the things that I’ve been complimented on in my stories is the dialogue. And part of putting together a great game is how the dialogue is delivered. True, the voice actor gives the text power. But without the text, the actor wouldn’t have anything to say.

That’s even if you use voice actors. A lot of games simply have text dialogue and you make a choice for responses.

At the end of the day, putting together a game in between the books gives me a chance to keep practicing dialogue. And I’m still on the fence on whether I want to voice those parts or not. After all, I don’t think I did too badly reading Despair on YouTube aloud.

Plot Development

Another aspect of a good game that aligns with a good book is plot development. You want to keep your players as enthralled with the plot as you do your readers.

Just like dialogue, you can practice plot development while making small games for others to enjoy. Luckily, a lot of the overarching plot is already there thanks to the books. However, there are smaller plots that can happen to tie the entire series together.

For example, one idea I was toying with is a plot line that essentially breaks down why a secondary character in Fury arrives in Witcham. So, you’d be playing from his perspective before the book starts.

Practicing Storytelling Techniques

It’s always good to practice storytelling, whether you’re writing a book, a video game, or just a short story you don’t plan to publish. Always keep practicing the various elements that make a good story enjoyable.

It’s a bit different in a game, but there are elements that are shared to keep players glued to the console or computer system.

Bring to life all of the behaviors, mannerisms, character connections, and more in the game. It’s a visual telling of the story, and it will require the same flow as your book.

World-Building

Much like a good story in a book, world-building plays a prominent role in a good game. It’s all about setting the mood, ambiance, and living background that one can imagine while enjoying the story.

For me, world-building in general is one of the more fun parts of developing a series. While the world usually carves itself out while I write, it’s those elements of the background that help engage the reader.

From historical references of the world to the cities themselves, you’re only limited by your own imagination while writing. And the same is said for developing a game to go along with the books.

How Serious Am I About Building a Game for the Books?

Currently, creating a game (or at least a Neverwinter module) is more of a hobby and something that helps flesh out the world of Witcham. Yes, I’m still working on a compendium of sorts with the World Anvil page. But I still think it would be a lot of fun to get some gamers involved in the story.

Not only would I love to share the world with another industry, but it might pull in a few extra bucks here and there if I can do it right. Remember, gaming is a multi-billion-dollar industry. A good story could turn a small game into something huge.

Besides, I think it would be a lot of fun to immerse myself in the world I’m creating for the Witcham series. Not to mention that the process of setting up the game gives me ideas for future books and characters.

Yet, I won’t be able to really do a lot for the game idea until I’m able to afford some help. And the way things are looking, that might be a few years down the road.

In the meantime, though, I’ll continue working on my small module and fleshing out the world of Witcham on the weekends or when I have available time.

For me, it’s relaxing and fun.

Have You Read a Book Related to a Game?

I’ve read a few books that were related to Dungeons & Dragons, and a lot of them are some of my favorite stories. Just because it’s related to a game doesn’t mean you have to be a gamer to enjoy the plot.

In reality, it all comes down to the author. Take a look at The Witcher. The first story was published back in 1992, and it wasn’t until 2007 that the first game came out. This goes to show that some adaptations can be amazing with the right writing and development.

Don’t underestimate how influential game development can be as a writer. Companies pay quite a bit for imaginative individuals to bring a story to life in the digital space.

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Michael Brockbank
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