Showing posts with label narrative. Show all posts
Showing posts with label narrative. Show all posts

Wednesday, November 25, 2020

New Page_Writing Sample: WAITING for YOU

 http://www.writing-naked.com/W4Y.html

 

WAITING for YOU
-a dating sim

(work in progress)

        A struggling author meets a sweet girl, a wild girl, and a tough guy husband.

        What could go very right or very wrong in the game of love, lust, and making a living?

_dialog / narration / characterizations built upon from client outline

 

MEET Angelica

ANGELICA WORK, ABRAMO CASUAL

P ANG smiles to the COTS

P ANG looks at COTS - she isn't satisfied

 

INTRO CONVERSATION

 ABR visits the office building for the first time and he needs to meet his publisher. ANG guides him.

 After clicking on Angelica

P ANG stands behind the reception counter smiling

        ANG: Good afternoon, how may I help you?

        ABR: I'm Abramo Tutti. I have an appointment with Stephen More at “Black letters” publishing house's new offices.

        ANG: All right, Mr. Tutti, just let me check his schedule. Oh. Here it is. Yes, your meeting is on the twenty-third floor and ... you're already five minutes late.

        ABR: I know. Sorry. All these towers are confusing, I wasn't able to find your building, without stopping twice and asking for help. I don't come downtown too often.

        ANG: Don't look so worried. I work on Stephen's desk a lot, he nearly always runs late; so you have a good chance to beat him to his office. Here's your guest pass and take that bank of elevators over there. I'll call ahead to let his assistant know you're on your way up, Mr. Tutti.

        ABR: Thanks. What is your name, good lady?

        ANG: "Good lady"? Well, good sir, my name is Angelica. Don't be nervous, you'll do fine, Mr. Tutti.

        ABR: Thanks for all your kind help, Angelica. I need all the prayer and well wishes I can get.


P ANG has her hands on the counter and smiles to the COTS (CENTER OF THE SCREEN)

        NARRATOR: I'd entered the forbidding office tower feeling harried and afraid I was about to lose everything. If I'm not a published writer, then I'm an unemployed writer. But, now I truly feel more confident and less like I'm dragging a burden. Maybe there really is a God, or whoever who sent the kind angel, Angelica to bless my day. Well, everyone's day, she's not just here for me. Or is she?

        NARRATOR: Hm, good story point. Whatever, if this publishing goes bust, maybe I'll try for a regular day job in this building so I can see and speak with Angelica every day.

http://www.writing-naked.com/W4Y.html

New Page_Writing Sample: Flirting With Yasmine

http://www.writing-naked.com/FWY.html  

 

FLIRTING WITH YASMINE
-a dating sim

(work in progress)

        A guy crashes at his married best friends' apartment, where he gets to meet some new friends, and gets better reacquainted with his close besties, while getting his life and loves back on track.

        Who and what would be your choice?

_dialog / narration / characterizations built upon from client outline

 

Day 1

S_0001 LOG in CASUAL clothes with luggage standing in front of a building

        NARRATOR: Fuck! I don't want to do this! But, here I am, anyway, standing in front of my best friend's place, ready to move in 'cause, currently, I don't have a place to live. I was evicted from my apartment … for not paying my rent, which wasn't.... Fuck it, that's an unpleasant story I'm just too disgusted to talk about, right now.

        NARRATOR: I know you're thinking I'm a fortunate guy to have a friend like Nathan ready to provide me shelter, meals, and WiFi for 30 whole days; but, well.... I'm more lucky than you know. Kind of. You see, Nathan may be my best bud; but, he married THE girl of all girls for me; my high school crush - Yasmine.

        NARRATOR: Oh, yes, Yasmine, the one girl, who could lift my mood with just the mischievous quirk of her shapely lips; my partner-in-crime, who would laugh until she'd nearly faint whenever I got away with something; the girl, who bested all of my stupidest jokes with even sillier ones of her own.

        NARRATOR: Yasmine was my confidante, the only one who ever lent an attentive ear to any and all of my problems and secrets; except one. 'Cause, I kinda, well, never told Yasmine my most important secret; that I'd fallen, completely and undyingly, for her. I never told her that every time she had spoken to me of another latest crush on some lucky, stupid guy ... I would grimace a brittle smile, while feeling my soul shatter to shards, taking my broken heart with it.

        NARRATOR: I do know why she never thought of me like that, except because my fat ass then could never, would never number among any of her crushes, or desires. Why would I want to see lovely and perfect Yasmine, again, knowing she would NEVER see me as more than a friend? An asexual … friend.

        NARRATOR: That is Yasmine for me: Heaven and Hell in one gorgeous package. Honestly, parting ways with her after high school graduation was the most bittersweet and painfully difficult experience of my younger life. Meeting her again may top that long ago childish history. Married to my best friend, while I've avoided her, until now.... I'm not quite sure what this will be like.

(more...)

http://www.writing-naked.com/FWY.html

Sunday, December 27, 2015

LinkedIn Group: Game Writer Exchange 1,025 members

https://www.linkedin.com/groups/2578390

Writers are often THE LAST TO BE CALLED into the game planning and development process, but are expected to pull a gigantic elephant out of the tiny hat.

Just like art graphics and programming code good writing and especially GREAT WRITING needs time to build its understructure and then layer on muscle and flesh.

The more WE WRITERS share and give one another a hand up to get each and every one of us into projects earlier, the better our writing will be and THE BETTER THE GAMES WE WRITE WILL BE, and the sooner we’ll be asked to the party.

No more last minute literary rescues and trying to piecing together plots that makes all the already chosen graphics work. Which can be great—if it works—and disastrous and a blame on the writer when it doesn’t.

Let’s all move ahead, together.

[game writer group, game writers group, writer, games, game, narrative]

Friday, September 04, 2015

A Practical Guide to Game Writing By Darby McDevitt

A Practical Guide to Game Writing

By Darby McDevitt

[In this detailed Gamasutra feature, veteran game writer McDevitt (Assassin's Creed: Bloodlines, Where the Wild Things Are) outlines useful processes for collaboration between design, production and writing staff, from pre-production through production of a game.]

Video game writers are a frequently misunderstood sort. Even in the most ideal situations, we are often relegated to the status of mortar to the designers' bricks, slipping between the cracks to paste fun moments of gameplay together with a few lines of snappy, expository dialog.

Writers can be further marginalized by a lingering sense among our team members that we want nothing more than to stuff our games full of melodramatic, Metal Gear-sized cutscenes, burdened by a cast of dozens sputtering flowery lines from our 450 page script.

I'd like to steer us clear of this idea, one likely sustained by the apparent misconception that writing is fundamentally about arranging words into meaningful strings.

Clearly this isn't the case, but somehow a large contingent of the game industry has institutionalized this attitude anyway, and its effects can be found in an upsetting number of games released in the past few decades.

Just count the uneasy puns and strained moralizing spilling from your favorite avatar's mouth -- when a writer is hired to write a game, and is subsequently barred from having input into its pacing, its setting, the motivations of its characters, and its mood and tone, writers resort to the only weapons they have left: wry witticisms and declarative pop-philosophy.

The spirit of collaboration games are supposed to embody often seems well outside the writer's reach.

But the truth is, we don't want to hijack your game with pointless soliloquies, and we don't want to write a posturing Hollywood-style epic. Game writers simply want to help designers craft an immersive, interactive narrative experience. With or without dialog, with or without characters, we simply want the game to start somewhere interesting, climb its way over a few emotional peaks, and end somewhere even more interesting. We're good at that sort of thing too.

Not all games require a narrative arc, of course, but it's a rather common feature of quite a few mainstream console titles, and these days if an actual writer is going to pen the script of one of these games -- as opposed to the lead designer or the producer -- some Very Important People probably have a Very High Opinion of the property.

But this doesn't happen as frequently as you might think. Consider yourself blessed if you have actually seen a game writer in the wild, for they remain one of those elusive, added-expense luxuries that many game producers -- their eyes always on their margins -- believe they can do without. And in many cases, it humbles me to say, they're right.

The average game-playing public will suffer a deluge of poor storytelling if a game is knock-down, drag-out fun. But a great story with terrible gameplay will die a fast and lonely death on the shelf. I respect and support this pecking order. Gameplay must come first -- this is the golden rule.

However, if some form of narrative happens to play a design-critical role in your proposed game, it is vitally important to treat it exactly as you would any other design element, not as a separate discipline. So if your team has taken that bold extra step to build a narrative-driven game, there are a number of precautions you can take to accommodate the writer and prevent the story (and your writer) from getting buried beneath endless revisions of your GDD.

First and foremost among these is to make one simple conceptual change: treat your writer as an associate designer. Involve her in the design process from the outset. Even if she is not an experienced technical designer, a good writer can be instrumental in helping inspire unique moment-to-moment experiences that provide gameplay variety while integrating seamlessly into the narrative.

Again, writing is not just about clever sentences -- it can also be about narrative shape, motivation, and pacing, i.e. what you do, why you do, and when you do.
Most of my favorite narrative-driven games contain very little dialog in them at all -- Ico, Shadow of the Colossus, Flashback, Out of this World -- but even these titles are "written" in the sense that they have a clear set of emotional shifts, tonal changes, and meaningful moment-to-moment events that compound into emotional pay-offs.

When writers and designers band together and discuss a game's story, characters, dramatic set-pieces, and settings in parallel with ideas about the game mechanics and levels, the team will begin to find exciting and creative ways of conjoining the two disciplines into a more unified experience.

Unfortunately, this synergy can be difficult to find, especially in the trenches of third-party development where the average dev cycle is less than a year. When schedules are tight, producers and designers often maintain a slight distance from writers, imagining we are off "doing our thing" while they do theirs.

But our thing is their thing too. Writing is design. We are both building a world from scratch, after all. So if you empower a writer to absorb and occasionally contribute design ideas, she will carry on with a solid understanding of how the narrative elements contribute to (or detract from) the overall game experience.

Before Writing Begins

For a clearer picture of this process, let's pinpoint a game writer's most critical early-milestone tasks, beginning with a few pre-production goals. In these early weeks, it's easy to get drunk on a thousand and one ephemeral ideas -- by all means do -- but you'll need to conclude this reverie with a few tangible results:

High Level Narrative Summary. During preproduction, the design team should work directly with the writer to concoct a brief (one to four pages) high-level summary of the primary story. Think of it as your elevator pitch: make it succinct and snappy. This short piece is probably the only story document most of the team will ever read, so it should be clear and compelling.

Do this early, and get the client to sign off on it as soon as humanly possible. Read that previous sentence again. Get quick client sign-off every step of the way. Failure to guide your client to a swift agreement on the story may result in endless misery for the remainder of the project.

Major Locations / Levels. This is one area where writers can really get sore if they are left out of the conception process. Designers frequently forge ahead with level concepts and designs without consulting the writer, not taking into account the huge role that setting plays in crafting an interesting narrative.

In video games, place is often more important than character, so this is doubly important. If the writer, designers, and artists band together to nail down the scope of the game's environments, and get a rough idea of how much is needed and how much is feasible, everyone will walk away happy.

This cuts all ways: writers need to know that they'll have the locations they need to tell a good story, while the artists and designers will want to make sure the writer is asking for content that is relevant to gameplay.

Obviously this "relevance threshold" varies with the size of the project, but on small projects with short schedules getting this right can mean the difference between environment artists going home at 6 pm or 6 am the next morning.

Once production begins, the writers work ramps up. This is the point where the entire design team needs to function as a single unstoppable force (for good):

A Detailed Story Outline. With the narrative arc complete, it's time to produce an exquisitely detailed story document, complete with scene descriptions and gameplay objectives. The amount of detail in this doc will vary according to how much the story influences the design, but it should be as thorough as possible. In any case, generating a detailed outline will give you an early understanding of just what sort of game you're making, and how reliant on the writer you will be for design iteration down the road.

In the case of heavily plot-driven games, the design challenges will stem directly from the story -- e.g. rescue a prisoner, assassinate a guard, courier a package. For non-linear games like RPGs this document should be incredibly dense and detailed. For less structured games, the writer's direct impact on the design may be minimal. Understanding this balance ahead of time is critical.

Story Presentation Plan. How, exactly, is the game's story being told, and who is responsible for telling it? Do you have pre-rendered cutscenes or in-engine cutscenes? Who will be putting these scenes together? Perhaps you have no cutscenes whatsoever, and would like to tell your story on-the-fly. Is this feasible? Possible?

Figure it out early.

Nothing is more frustrating for a writer than seeing a project scoot forward without anyone having a firm understanding about how the story will be told, since this will affect what she intends to write.

Estimated Cut-Scene Breakdown. If your game does contain cutscenes or animated in-game sequences of any kind, it is crucial to estimate their number very early on to get a good sense of the work to come. If you have a detailed story outline, this should be easy. On tight projects it also helps to determine ahead of time what the expected intricacy and quality of each scene is so your teams can allocate their resources appropriately.

Characters. As you generate your detailed story arc, you'll need to make a clear list of the number of characters needed. Who are these people, and what roles do they play in both the narrative and the gameplay? Which are simple NPCs? Which are robust, interactive characters? Which are bosses? Mission givers? Shop keepers? Tutorial mentors? Et cetera.

The artists will be generating all character models and animations, and they'll want to know the scope as soon as possible. If you spring 15 new NPCs on your artists halfway through the project, they will shank you in the break room -- believe it. Getting the character scope nailed down early will also help you determine how much "incidental dialog" the game will require, for these throwaway lines frequently take up as much space in the script as the main story dialog. This is no trivial amount, so keep close track of it.

Sort Out Your Text Database. This can be a tedious task, but it is crucial to sort out your text pipeline very early, and get your tools up and running. The longer you wait, the more you will hate yourself. Some games have complex or esoteric text requirements -- non-linear conversation systems, for instance -- so it is critical that you organize your data cleanly and clearly.

Also, take a moment to decide how the script will be delivered. Not all writers are familiar with the esoteric architecture of your text database, so if your writer is delivering the script in Word or Final Draft, you're going to need a pipeline to handle its transfer.

When Writing Begins

Once your game's foundation has been laid and the team is ready to start production, the actual writing can begin. This is the fun part. Writers love to write, but without constant contact with the design team, they run the risk of giving you more script than you need, or a script you don't need at all. This wastes everyone's time and makes the writer sad when you have to tell him, "as beautiful as they are, your 100 part limerick-cycle has no place in Chaz Dastard's Intergalactic Star Safari 2: Misremembered Legacy".

Nip your writer's graphomania in the bud by establishing clear boundaries. This should be simple if the writer has been involved in the design from the beginning, since all parties involved will understand the extent of the game's writing needs. Keep track of everything before it needs to be written, as it is being written, and after it has been written. A game writer without defined boundaries or direction -- especially an off-site, contracted writer -- runs the risk of writing something as sensible and useful to your game as Andre Breton's Soluble Fish.

Script, First Draft. Between the greenlight and first milestone, the writer should be busy as hell. On short projects, ideally she should have a finished first draft of the script by the first production milestone, as this will help the level design process move smoothly.

On longer projects, the writer and level designers will be working back and forth quite a bit to make sure neither one lets a detail slip, edging ever closer to a first draft.

Demand Story and Script Sign-Off, Again. Be crystal clear with your client: the script needs to be read and comments forthcoming as soon as possible. Of all the client-side headaches I have ever encountered, this is the most painful.

Many clients make the mistake of believing the script is the single most important aspect of their game, and therefore spend months and months poring over details that contribute very little to the final game experience. Delays of this sort can hold up level designers and cutscene artists in the most asinine ways imaginable, wasting time that cannot be easily recovered.

One little discussed benefit to hiring an experienced writer is the fact that, relative to coders and artists, good writers work incredibly fast. Text is cheap and takes very little time to edit and revise. But this advantage is of no use to anyone if writers aren't aware that anything needs revising.

I have lost count off the number of times a seemingly innocuous level design change or map layout has rendered a chunk of my dialog obsolete. When I have not been made aware of this chance, the resulting headache cannot be cured by earthly medicine.

Darby: Listen to this gem, guys: "Sally forth to yonder Black Forest, stalwart Wayfarer, for there you shall find a crystal dagger of such rare-"

Producer Person: Ah, Darby, sorry... the Black Forest was scrapped and replaced by a Walmart. We should have told you.

Darby: Ah... okay, hold on. Where's my pen?

Woe betide the team that discovers this incongruity only after the actors have recorded all of their dialog. Again, keep the writers and designers partnered at all times.

Into Production

Now you're well into production, and the heavy lifting has begun. If you have nailed all the earlier tasks, the rest of production should proceed smoothly, barring any client interference. This is supposed to happen only if you've been naughty, but the unfortunate truth is not so black and white.

There are more than a few imposing clients out there who, for understandable if not always sensible reasons, believe the story can be endlessly revised up until Beta. So be wary, keep calm, and carry on.
At some point during production, the script will be finished and the writer will feel like she is nearing the finish line far before the rest of the team. Don't let this illusion persist. There is still a bit of work your writer can help you with:

Casting. If you are recording with actors (and who isn't, these days?) now is the time to figure out who will be making your characters speak. On small projects that don't have an official story director, the writer can be of immense help. It's crucial to get your casting done well in advance of your recording date. Actors have hectic schedules and you'll find all the best ones rather busy if you try to snag a few the week of your recording session.

Final Script. As difficult as it is, the writer will have to stop tweaking her dialog and settle on something. Of course, it's a good idea to encourage the writer to streamline what she can. The script may be laden with timely wit and wisdom, but it is still, above all else, a game script and if it tests a player's patience, that can be a problem.

More to the point: the longer the script, the more time it will take the cinematics team to craft the cutscenes or scripted sequences. So when the writer buckles down and kills her darlings early, it keeps everyone from doing superfluous work.


Voice-Over Recording Sessions. Some writers make great VO directors; some don't. But all good ones should be able to re-write their dialog on-the-fly, so make sure your scrivener is available for the recording sessions. When she hears her dialog spoken aloud for the first time, she's probably going to want to change it. Allow some leeway, but don't let her get carried away. Try to limit changes only to what is egregious or erroneous.

Once you hit Alpha, the writer's job gets a lot easier. But there are still a number of good reasons to keep one around, locked in a cabinet somewhere, just in case.

Proofreading. Writers should never copyedit and proofread their own work, it's true. This is a fact that holds doubly true in the game industry where the volume of text written is often comparable to that of a novel. On the other hand, it's rare to find excellent proofreaders hiding in the QA department, so make sure as many eyes are on the text as possible, including the writer's.

Non-Dialog Text Revisions. It can take a long time to nail down all that tutorial, database, and menu text your game has accrued slowly but consistently over the span of the production. Lucky for you, text is cheap to implement and fix, and is quite safe to alter even up to the last minute (provided you're still proofreading).

And with that, your writer's job is finished and your game is nearly complete. Well done, folks. Take a breath and clean your white board. The whole process starts again in five... four... three... two... one...
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Copyright © 2015 UBM Tech, All rights reserved

Tuesday, June 04, 2013

From Gamasutra: Narrative design that tells the player's story

http://www.gamasutra.com/view/news/193422/Narrative_design_that_tells_the_players_story.php

Narrative design that tells the player's story
 

June 3, 2013   |   By John Polson




Kent Hudson, an indie developer who previously worked on Deus Ex: Invisible War and BioShock 2, says games spend too much time talking at him, instead of involving him in the story. He aims to address this issue along with other design pitfalls in his upcoming game, The Novelist, which combines stealth gameplay with interactive narrative.

Hudson offered a first look at The Novelist's gameplay last week (in the trailer above), showing how players control a ghost who can help shape the future of a vacationing family. However, many details have yet to be uncovered for this mysterious and clever game.

Here, Hudson opens the book wider on his project, touching on his use of text clues as rewarding and not hand-holding, his making a game's story more immersive without too much text, more details on stealth gameplay and memory exploration, and Kent's own mental and emotional challenges of being indie.

What important gameplay elements are not conveyed in the trailer?

There's more to the stealth gameplay than is shown in the trailer, both in terms of player abilities and AI behaviors (especially when the player is spotted). There's also more gameplay related to memory exploration that isn't shown (and that I want to keep under wraps for a little while longer). The trailer doesn't touch at all on who the player actually is, which is revealed in gameplay sequences not shown in the trailer, and the player also has ways to make smaller adjustments to the character relationships outside of the major chapter decisions.

How will you know when you are too close to humans?

The game has a traditional stealth model based on line of sight, so if you've played Thief or Deus Ex or Splinter Cell you'll have an idea what it's like. If you're spotted by a character they'll stop what they're doing and start searching for you as you try to get away (though unlike most stealth games they're not trying to kill you). This is accompanied by voice acting and search behaviors, which will make it familiar to anyone who's played a game with a stealth component. There are also visual effects that let you know you've been spotted, but the voice acting is probably the biggest clue.

What do you think is the biggest hurdle for getting people into narrative-heavy games? How have you overcome that?

I can really only speak to my own perspective here, but for me the biggest hurdle is that I feel like narrative-heavy games spend too much time talking at me and telling me someone else's story. That's what books and movies are for. If a game throws an unskippable cutscene at me, my instinct is to put the controller down and go make a sandwich or take a bathroom break. It's a game! I want to play!

That's why The Novelist involves the player in the story. I'm trying to turn that scenario around and ask the player to drive the story forward. That's also one of the reasons I made it a stealth game; I wanted the player to inhabit the same space as the characters and have to get close to them and be active to learn about them (as opposed to sitting back and being told about them).

And finally, I should point out that I think of The Novelist less as a narrative game and more as a relationship game. The narrative choices you make are really just an avenue for shaping the relationships between the characters. My hope is that players will care deeply about their choices from a character perspective, which is why I made the game about real-life situations that most people can relate to.

the novelist 1.png

Can a game be immersive with its story without having to hear or read a lot of text?

I definitely think so, although as you move away from text you start to rapidly increase your content needs. One of the reasons you see so much text in indie games is that it's relatively inexpensive from a content perspective.

That said, when you rely more heavily on text it falls on you to try and make it as engaging as possible. One way to do this is to avoid spelling everything out for players; if you trust players to imagine scenarios and fill in the blanks, you can draw them in and play out some of the story in the theater of the mind. Some of the biggest moments of character feedback in The Novelist are written as off-screen action in different locations so that the player becomes part of setting the scene.

The blue text: was it really necessary to cue players into the two or three words that they need to act upon? How was the gameplay before the blue text, if it wasn't always there?

The blue text was definitely a response to playtest feedback.

Over the course of a chapter the player spends a good amount of time reading characters' thoughts, which are in all-white text. These thoughts provide information about the current chapter and keep the player up to date on the various relationships in the game, so it's in the player's interest to check them out frequently.

I've done three rounds of playtests, and in the first playtest people missed the final clues because they used the same all-white text and were thus visually indistinguishable from the thoughts players had previously seen. Players knew what they wanted to do at a high level but didn't know how to do it mechanically, which was a big issue. I needed a way to make that "Aha!" moment stand out more, and the blue text was a response to that problem.

I was hesitant at first to draw attention to clues by using colored text, but you have to listen to your playtesters. There's a fine line between trusting your players to fill in the blanks and frustrating them by withholding critical information. As a designer, you have to create a fair playing field and let players know what their choices are so they're empowered to drive the game forward.

To me, the colored text in most games is just to make it blatantly obvious, or for those who want to skip thinking about what the text is saying, and want to get back into "the game".

I can see how it may come off that way in the trailer, but it doesn't happen that way during the course of a normal playthrough for two reasons:

1. Clues are only unlocked after you've fully investigated a specific character's situation in the chapter. There's no way to skip ahead to them, so you'll never see them without lots of context. To use an example from the trailer, you would never get to the point of Linda thinking that she'd like to put on a record and relax with Dan without having spent time learning about her by reading letters she's written to other characters, reading her thoughts, reading her diary, and exploring her memories for clues. So when you see the actual clue you'll have spent enough time with Linda to understand why she wants to spend time with Dan.

2. Clues only explain the specific action the player needs to take to pick a path in each chapter, but the player's decision is based on his broader investigation and the emotional choice he or she wants to make. To use Linda's clue from the trailer as an example again, the fact that she wants to put on a record with Dan isn't a huge revelation or twist; they could just as easily go on a date or watch a TV show together or share a bottle of wine. The important thing is that after learning how Dan and Linda are doing, you as a player have decided that their relationship is worth sacrificing other things for. Having them put on a record is just the specific way you enact that choice.

So I don't think of the blue text clues as a cheat or a skip-ahead opportunity. Clues are a reward, so that when the player has learned about a character, developed sympathy for them, and decided to choose them in a chapter, they know specifically what to do to make it happen. But the actual experience you have with a character is deeper, as you're exposed to their personal thoughts and desires.

Why is The Novelist's main character a male? Could you easily swap out gender-related words and his artwork to allow the main character also be a woman?

That's a good question! The key word there is "easily," and unfortunately it wouldn't be as easy as it seems on the surface. I gave a lot of consideration to letting the player choose the gender of the protagonist, but when I dug into what it would take I found that it was unfortunately out of scope for a small-budget game like mine. I realized that I would have to:

* Rewrite most of the text. Simply doing a he/she swap wouldn't work; there's a lot of context that would also have to be updated to keep the writing from sounding like a Frankenstein construction.

* Write and record almost twice as much VO.

* Nearly double the animation budget. I'd have to have typing animations for Linda, painting animations for Dan, and so on.

Those are just a few examples. I was excited about making the gender swappable at a high level, but the low level impact proved to be too expensive. This is one of the areas where having a larger budget and less constrained resources would have opened up more possibilities, but when you're indie you sometimes have to make difficult choices in the interest of building something you can finish.

the novelist memory.png

You left the world of triple-A development behind to work on The Novelist. What were the biggest challenges of independent development for you, and how did you overcome them?

I'd have to say that almost all of the challenges are mental and emotional. I spent 10-and-a-half years working with teams of different sizes in the mainstream industry, and there are a lot of assumptions and processes from large-team development that simply don't apply to independent development.

One of the best things about working with a team is that other people are always adding new things to the game. Every now and then you'll grab the latest build and see that the game is suddenly better because a cool new feature's been checked in. Seeing other people's contributions is a constant source of inspiration.

It's a completely different situation, though, when you're making a game yourself. This sounds stupidly obvious to say, but if I'm not working on the game then no one is. If I take a week off, when I come back the game will be exactly how I left it. This change in pace can be really challenging mentally because you might have 3 different features you want to implement, but you can only do one at a time so you just have to be patient and trust that you'll eventually get to everything. You end up taking big leaps of faith, putting in features that you won't be able to evaluate for a month because they rely on other features that you haven't implemented yet.

In general, making an indie game takes an incredible amount of persistence and mental stamina. I wasn't prepared for how hard it would be to sit in a room by myself for over a year and work on a game that no one knew about, without the camaraderie of a team or constant encouragement from coworkers. It can be really hard to stay focused every day and maintain the enthusiasm you had at the start of the project. Over the course of working on the game I've printed out a number of motivational messages and reminders to myself and hung them above my monitor so that I can always look up and get a boost.

The biggest challenge, though, has been emotional. When you're part of a team, nothing is ever completely up to one person. It's a collective effort, and while people are hopefully invested in the project you never have a sense of complete personal accountability and identification. With The Novelist, it's all on me. If the game is bad, or if people think the concept is a waste of time, that's entirely my fault. If people reject the game, they're rejecting the best work I know how to do. It's impossible to separate the game from my own creative ability and self-confidence.

When I started out I wasn't prepared at all for such an incredible amount of emotional risk. My sense of personal accountability is total. It's the biggest emotional roller coaster I've ever been on, and there's no way to get off now; the lap belt is locked down and all I can do is stay on til the end of the ride. Here's hoping it stays on the tracks.

[The Novelist is due for Windows and Mac this summer and is currently on Steam Greenlight. To hear more from Kent Hudson about player-driven stories, check out this free GDC 2011 talk.] 
    

Saturday, September 03, 2011

Need Game Story Narrative and Script Writers_Then Contact Us...

Game Writer Exchange at LinkedIn.com www.linkedin.com/groups/Game-Writer-Exchange-2578390">Neale Sourna's Game Writer Exchange for LinkedIn members only; so, sign up and post your game writing jobs to us. Or give us a heads up on your job links elsewhere, like Elance, Guru, Freelancer, or your game company, etc.

Thanks, Neale Sourna

and


Game Writing at LinkedIn.com www.linkedin.com/groups?home=&gid=89330">Game Writing Group
for LinkedIn members only; so, sign up and post your game writing jobs to us. Or give us a heads up on your job links elsewhere, like Elance, Guru, Freelancer, or your game company, etc.

Thanks, Neale Sourna

Thursday, February 17, 2011

Bidding by game word rate?

Answer to a LinkedIn independent writer's question.
--------------------------------------------------------
Because like you said, in game narratives, you spend a great deal of time, brain, and emotional energy choosing the right single word or trimming phrases to keep the word count down; but still retain a coherent story with emotional and psychological depth, for more than one layer of comprehension for your readers.

You are charging for that, as well, your expertise in storywriting, not just word count.

I stress this in my bids and proposals, and sometimes I win and sometimes I lose, just like with any bidding process.

But I've also been given praise for improving a game script by changing only a few words.

And there are too many stories of all kinds I've read with glaring holes and gaffs because materials aren't edited in NYC or anywhere else like they used to be "in the good ole days."

Your expertise includes not just twenty words here and forty there but intelligence and polish that will close those holes and eliminate gaffs like a baby's eyes and hair changing color or an adult heroine's height changing within about five pages. [Yes, these are real published, glaring mistakes editors and publishers have published.]

As a professional storywriter, you're holding continuity in your brain and making certain it's on the page. I can't tell you how many times I've check a thing in a story here or there, to be certain logic, continuity, reason, and emotion, and just common sense are lined up properly.

Check at Guru.com and Elance.com through past bids of the type you're doing, see who won and do the math, to see if you're in the ball park. Don't underbid unless you have to; an unhappy writer, who's doing a lot a work for a little pay, makes unhappy copy; and no repeat client.

Oh, and if you feel you're charging a little higher, say so and say what they get for that: expertise, continuity, and x amount of rewrites or tweaks. I usually keep the rewrites within the job but say I'll do a tweak, after completion, if needed. Since, those stray words and misspellings do trip us up.

This is just great customer service without getting into the groveling, I'll do anything for cheap cents. Because, if they're that cheap or poor, the client should write it themselves, that's how I learned to write, or hire their kid or their kid's friends.

Helpful?

Friday, May 21, 2010

Human Character: Perceived Overconfidence in Competencies in Writing by Nonwriters

From LI-Game Writing Group:
Voicing concerns: the problem with video game acting
http://www.guardian.co.uk/technology/gamesblog/2010/mar/16/games-controversy

Why are modern video games still having problems with voice acting? And what can be done to solve them? Gamesblog investigates...

"Although the videogame industry loves to compare itself with the movie business, and clearly has ambitions to become the story-telling medium of the 21st century, poor vocal performances are common, even among Triple A titles. In the last few months Aliens vs Predator, Army of Two: 40th Day and even Final Fantasy XIII have drawn criticism in the areas of scripting and performance. So what's going on?..."

http://www.guardian.co.uk/technology/gamesblog/2010/mar/16/games-controversy
====================

Programmers think they can write a great narrative or at least a good one, but it's much harder than they can do. Much like me, or most writers, learning the mind-numbing, confusing bits of code (months and years' worth) that go into background scripting.

Hiring out at Elance and Guru, I've done the Heartwild Solitaire and Margrave Manor story, character, and dialog parts. There is a skill to it, to visualize the many layers past a few smart-assed things to say. To put a kernel seed of intrigue that juices a gamer to hurry to the next story development.

And sometimes the character's most important narrative is to say nothing.

Programmers don't know that, or can't do it skillfully, many beginning writers or even older writers can't--I've seen their films, games, and novels.

Comics are pretty but can't tell the involved subtlety within stories Spidey, Superman, and the rest tell, without Stan Lee and all those who write and design the narrative.

A professional journalist hired me recently to develop and polish a fiction synopsis of some life events because writing important facts we need to know in an information article isn't the same as writing intriguing, depth-filled fiction.

Those who don't do what we've trained for years and do everyday, and are still learning to perfect better and better believe wrong, and believe the narrative is simple, and can be--if written well. And well-edited by the writer.

Most who aren't writers can't write well nor can stand to edit until it's layered, and deeper, and clearer. We do.

You need an artist to make great art, so why does everyone who's ever read one stanza of Shakespeare, five thousand comic books, and watched a lifetime of TV and film actually think and believe they can crank out the next stunning story? Even producers, directors, and actors can't. They do what they, let us do what we do, sooner and better, instead of making us come late to the party and do patch up?

It's amazing, stultifying, and bad for business. TV's Lost proves that people can handle a great deal of subtle info and character detail. The last WGA writer's strike proved we generate mega money and can kill it, if we aren't in the game.

We're in the game, let us write it.

--Neale Sourna

Monday, November 23, 2009

From Gamasutra--Upping The Craft: Susan O'Connor On Games Writing

Upping The Craft: Susan O'Connor On Games Writing
By Christian Nutt

Veteran video game writer Susan O'Connor believes that there's a lot of room to improve the writing in games -- and she would know; she's been involved in many of the top projects in the industry, from both commercial success and narrative quality standpoints.

Epic's Gears of War takes (some perhaps deserved) dings for its storytelling, but Ubisoft Montreal's Far Cry 2, on the other hand, was experimental and deeply considered from a narrative standpoint -- and O'Connor worked on both games, as well as titles like 2K Boston/Australia's BioShock, which she won a Game Developers Choice Awards for co-writing in 2008.

In this interview with O'Connor , Gamasutra had a chance to discuss not just the intricacies of what game narrative is capable of, but exactly how development studios should handle working with a writer. What is the best possible process for delivering story that enhances the gameplay experience rather than simply interrupting it?

The following in-depth discussion considers both narrative "tricks" to engage the player, alongside the philosophy and craft of storytelling. It's intended to help spark some discussion of precisely what games and developers can, should, and will be doing in the future with regard to game narrative.

How did you get into games writing originally?

Susan O'Connor: Well, it was really through the back door. When I started I knew that I wanted to be -- the goal was -- to get a job being paid to be a writer. I knew from the age of four that I wanted to be a writer. Then I was like, "I don't understand how writers get paid. I can't connect the dots here." It was really confusing to me.

So, I started talking to people in all different areas and tried to decide if should relocate to Los Angeles or New York. What kind of writing? Playwriting? Do I want to do screenwriting? Television? Do I want to write haiku? Do I want to write crap like on the back of cereal boxes? It was like everything was on the table.

Then, I met somebody who worked at a studio here in [Austin] who made kids' games. At the time, just coincidentally, they were making a slumber party game for girls. There are these four little girl avatars that were on screen jibber-jabbering the whole time. So, they had this immense need for writing, which they never did for kids' games.

I was qualified because, A, I'm a girl, B, I'd been to slumber parties. I was an expert in this area. So, that's how I got started. There was so much work that needed to be done that they hired me on. I was like a writer/producer.

I did that for a few years. We're talking six to eight month production cycles, really for kiddos, really simple stuff. But it was great because it was a chance to make a lot of mistakes without a lot of people noticing. Kids are a very forgiving audience. You can screw up, and they don't get on the internet and go berserk [laughs], not when they're five.

It was really good. None of us had any experience making games. All the designers had architecture degrees. I had an art history and English degree. Nobody knew anything. We were all just a bunch of doofuses. There were experienced people at the time who worked in games, but we certainly weren't any of them. So, it was really fun.

It felt like college again, just sort of banging around and making a mess and learning some things and kind of getting some things done. [laughs] They're not award winning stuff, but in a way it was some of the best times I've had in games because it was really fun. I liked that. Anyway, that is how I got started.


Gears of War

Obviously all games have text in them, but there is still a sort of lag on the importance of having a dedicated writer in games, as a role. How do you get studios to take it seriously?

SO: Well, I think that it's tricky. In a way the pressure is on the writer to articulate what it is that they do. In a way one, of the problems can be that you treat it like a black art. I'm just going to go into a room and shut the door. Six months later I'm going to open the door and, "Wham! Check it out! Here is a story."

I think that it really helps if you can talk to people who aren't writers about the writing process in a way that not only do they understand, but it interests them. That is, I think, a huge barrier to appreciating it.

It's really analogous to design. It also sort of gets pulled out of the ether, but there are enough designers in this industry that there is an acknowledgement that that is a craft worth practicing. There are not many writers in the industry, so we don't get that sense of legitimacy.

You can look around and say, "Well, there are 47 million designers. There must be something to this design stuff." It's not just that you are making up stuff. There is actually a methodology.

There is one for writing, as well. It's a bit softer than design. You're trying to work more on the right side of the brain than the left, but I think it really helps if you can work with teams and help every step of the way articulating what it is that you do and how it can help them. How you can take what they're doing and run it through this writing prism.

Usually, what tends to happen is that at the end of games, they say, "Gosh, we wish we'd hired writers sooner." Yes! That is correct! But that is starting to get better. The game I just finished, I came on at the last minute, which is rough. But the game I am about to start, I am coming on at the very beginning. So, that is really starting to change.

I guess your question was, "How do you make that transition?" I think that anyone who writes anything good helps other people. It just helps me as a writer if someone else writes a great game. Look, they did it. How did they do it? Well, they spent a long time on that project.

Valve's got a great process. They run through it. They iterate like crazy on stuff. They throw stuff away when it doesn't work. They find ways to rapidly prototype. I think everything else in games gets iterated a gazillion bazillion times. When I look at these poor level designers and how much of their work gets thrown away, it's heartbreaking. But, it's what you have to do to get a piece of art finished.

It's the same with writing. Once people make that connection, "Oh, good stuff takes time. If I want the writing to be good, I'll have to invest some time in it."

I get the impression that people think that with writing -- maybe you don't have the same opinion -- you sit down and you write the whole thing in order from top to bottom. Then you're done. I think people even think that novels are written from page one through page 300, just linear and then it's done. It is really not true.

SO: I don't think that is true. I've heard stories that there are writers like that in the world, but I have never met one. I've never met someone who works that way. I'm not. I'm totally all over the place. I'm the queen of the four-by-six index cards and the push pins.

Every writer seems to have a different process, but especially with games, it's not possible.

You want to experience the story and there is going to be a beginning, middle, and end to it. But how it gets told in the game, when the ground keeps shifting beneath you, I think having a nonlinear approach to writing is really helpful when you're trying to integrate it with game design. You've got to be willing to let go of stuff all the time, but somehow be able to hang onto some skeleton, some thread.

When I work on stories, I try to just get down to the absolute, the most bare bones concept you're trying to get across. That is what has to get protected. The story has some meaning; everything else is up for grabs.

That one core bit has to stay in place, otherwise you have a meaningless story. That happens in games. You're like, "I care, why?" [laughs] when you are playing the game.

One issue is when the writer gets brought in late and there are already a whole bunch of levels that are well into production. You have to go, "How can I contextualize these?" Do you run into that a lot?

SO: Yeah, that can definitely happen. Sometimes it falls into place, and sometimes it doesn't. That's a good question. Like on Far Cry 2, there wasn't so much of an issue because they had an overarching structure for the whole thing. In a way it was designed to be more sandbox than freeform. But other games they are. Each level has its own distinct personality.

I worked with this guy Danny Manley, who was a writer on one of my recent projects. He's a playwright from New York. I love working with him, he's so great. He thought about each level as having its own little short story, which I think is correct. The overarching story had to be an anthology that held it all together somehow.

So, I think in terms of how you tie everything together, it seems that most of the time the best bet is to use a really light touch. You have to do a bit of hand waving. If you really try to get to get literal with it, then people are like, "What? That doesn't make any sense," which is always a danger in game writing. At some point, it doesn't make any sense. That's right. [laughs]

People have been experimenting with structure. Some games more explicitly deal with this, but the concept is that each one is like an episode. It has its own little self-contained story arc in each chunk of the game.

I think that, certainly, if you're dealing with a development where you're going to get or lose pieces or shift things around or whatever, that is obviously beneficial. It's practical. But do you think that's a good way to work, or do you think that you'd rather plot it all out as best as possible?

SO: Well, that's a good question. I don't know. I mean every project is different. This is a copout answer. I don't mean to give you a copout answer.

It's true; sometimes episodic is the way to go. Sometimes having one driving narrative is the way to go, like God of War. That's right. I love that game. I talk about it a lot. I really do think it worked. It was just deceptively simple.

I think there's a lot to be said for keeping the content of the story really simple while trying to make the emotions complex, like not asking people to remember a lot. People are like, "Okay, I get it. I need to go kill the God of War. Right. I got it." or, "I need to save the princess."

You just don't know how much player... Ken Levine called it "player RAM". How protective do you have to be of that? They only have so much room in their head, in their brain, to hold things.

How often do you have to get them synced back up again? Keeping the content simple and the emotional subtext complex, for me as a writer, is the goal, so that you don't get this wall of words when you play a game. You get a simple story that resonates with you and sticks with you.


BioShock

As regards that, something else he talked about is how they cut a lot of characters from BioShock 1. They took the original ideas, and they condensed them down into way fewer characters. "How can we make these four characters, their story functions, descend into one character?" Ultimately, people on the creative side don't always realize what people are actually capable of following and what they're actually interested in following.

SO: Yes, I know. It's funny because you live with this stuff day and night, and you can recite it all verbatim. It's really easy for me, or for anyone, to forget that when you're playing the game, it's just washing over you. People who work on movies kill themselves, but people watching movies tend to just kick back. It's the same with games.

Just trying to find what's going to stick with the player and really playing to that, instead of giving them a massive dose of stuff and trying to make something epic that then becomes noise, none of which goes through.

If you talk to different people, you get very different approaches on what even game narratives should be. Even games you've worked on, from game to game to game, like Gears of War.

Obviously, it has a very straightforward narrative presentation. It's basically cutscene, mission, cutscene, mission, and then the barks are character-building, but they don't really contain much narrative, everything from just "Shit, yeah!" to a little bit more than that. It's basically about adding tone.

BioShock doesn't stop for cutscenes. There are character interactions, but there are a lot of the recordings that you find. And then you've got Far Cry 2, which is an open world game. It's all different.

SO: I think on Far Cry 2, they tried some really great stuff. One of the things I really loved... They had a narrative designer on that game, Patrick Redding, who's just unbelievable. How does this man's mind work so fast? It's ridiculous.

He and [creative director] Clint [Hocking] really had some smart ideas about trying to change the way we tell stories in games. They developed incredibly complex systems, which I cannot do justice to.

I can give a really simple example. One of the things I really loved was how they talked about... You have one triangle this way and one triangle that way. You can imagine a Star of David, basically, and then you bisect it twice.

The triangle that's going this way is gameplay information, tons at the beginning and very little at the bottom. The opposite is story information. You've got two lines running through it, right?

So when you walk up to an NPC, you're at the top end of the gameplay triangle. He'll say, "Go across the hill. Go in the hut. Shoot the dude." End, right? You've got almost no story there. You've got tons of mechanics. For players who are interested in just that, that's all you needed to know and you could walk away. If you stay and you hit X, then the next thing he says is going to be equal amount of gameplay and story information.


Far Cry 2

So you've got sort of the inverted pyramid, which is how you write news stories. And then on top of that you have the... I've never heard of the "right side up pyramid", but that's how it is.

SO: Yes, so the first, the middle part of that triangle would be like, "Grab the ledger. It's got all the bribes," you know what I mean? So like there's an equal amount of mechanics and meaning. And if you stick around again, what he says is all story. Like, "I don't give a shit if he's my brother, kill him anyway."

And because it's a pull model, the player asked for it, then that is the story he wanted to hear. That's the biggest challenge for games stories. How do you tell it to them when they want to hear it in a way that means something to them? That's huge.

I've been doing a lot of thinking about cutscene-based narrative, because initially when I started going to conferences, I started to hear people say, "Cutscenes suck. Don't use them." I would always go, "But they don't always suck. Sometimes they are good, actually."

Originally, my first thought was then like, "Well, some games just have bad cutscenes. Some have good cutscenes." It's not that simple, either. It's also about pacing. Pacing is probably even more important. Quality is important, but pacing is super important.

SO: Yeah, I totally agree. Yeah, absolutely. And that involves so much more than the writer. That's why it's really great to have an opportunity to have the writer working with the team for an extended period of time. They don't have to be staffers, but just have them around.

First of all, I think it really helps to have a sense of trust with each other. A sense of respect for what the other person brings to the table. When I work with a designer who I really come to really respect and admire, I just want to know what he thinks about things. And we can talk back and forth.

If I can get their respect as well, then you can really do some great stuff together. And you can think about things like pacing, and "How are we going to integrate?" and "What kind of gameplay experience are we talking about having here?"

Is this the level where we take a deep breath, because the story went nuts in the last level? What do we do here? The last level was a flight of fancy -- so are we getting more into reality, with cold water in the face? Because we're almost at the end, and it's like, "Let's get this done"?

And then we can start to get a sense of momentum, how the designer wants to drive the car. And then how you can build a story to really enhance that. And sometimes, in counterpoint to that. What experience is he trying to create, and then, how can I expand on that, make it more meaningful?

When it comes to team structures, you referred to Ubisoft Montreal, where Patrick Redding is a narrative designer. In this structure, he interfaces with the writers and flows the content to the designers. Do you think it's important to have a narrative designer at that nexus point that can interface with the team and manage that process?

SO: Yeah. Yeah, I think so. I think you can have a narrative designer that is more involved with the systems design -- that's huge, especially when you are talking about a game that is as big as Far Cry 2. They can really get immersed in the technical side of things, then translate it back to the writer, and vice versa. It's literally like having a U.N. simultaneous translator. [laughs] I think that's what a narrative designer can be.

Or even just having an editor, who has the band width in their brain to actually go and talk to level designers about the levels, while the writer is in his room sort of noodling on a character. I've worked on projects like that as well and it's great. It's great to be the writer in that position and it's great to be the editor in that position.

Because I think what writers need is a combination of really being integrated with the team, right? Like, that's part of it. The other part of it, is you just sort of need space to do your work. And those don't always work together, because most people on the team are not writers.

So if you sit down and you're like, "I want to talk about writing with you all!" It quickly becomes about programming or about design or about what their expertise is, because that's what they have to offer. It would be as if one level designer walked into a room of writers and want to talk about level design, like how long would you stay on topic?

You wouldn't, because before you know, you would be talking about some HBO show. You would be talking shit about Dexter, because that is what the writers would be interested in. And the level designer is like, "Uh, well guys, you know I got a map here I want to draw." "Dexter is awesome!"

And so, as a writer, how do you find a way to carve out the time and space you need to do your work so you have something good to share with everybody, and also have that work fit with what everyone else is doing.

So to answer your point, I think having a narrative designer, or an editor, or somebody is key. I mean that is it. Because when you try to be both, you fail at both. That has been my experience.

Yeah. I mean it seems to me that it takes a lot of time, and polish, and time to rework bits of writing. And that seems to fall out of the possibility with the way a lot of teams have structured it. "Writing is what we will do when we have time to do it," rather than making time for someone to spend time writing.

SO: Yeah, I know. Yeah, that is true. And I don't think it is willful like, "Screw it." I think it is like, "I got a million things I got to do, so I am going to have to prioritize. I know I need programming. I know I need art."

Someone who is the boss is going to have to be the one to say, "I am going to make writing a priority. We are going to make this happen." Because I do think that... Well for one thing, creating a meaningful story, it takes just as long to get to know fake people as it takes to get to know real people. You [as a writer] really have to spend time with your characters to get to know them.

And it takes time for a story to come to life. It is easy to come up with a clichéd, dumb story. It doesn't take a lot of time. But to make something really like, "My God!" it takes time. And frankly, I think it takes as long to develop a good story for a game as it does to create a good design for a game.

I mean, to me, that is the metric. If it takes two years to do that game design, then you need a writer at least involved in the process. Maybe not on site, but coming in and out those full two years. You know?

Because yeah, waiting to the end is nuts. I think that writers... You get the biggest bang for your buck from your writer if you bring them in right away, for a couple of reasons. One, they have more time to sort of do their work. And they have an opportunity to fail, too. They get to try things, be experimental. Whereas if you come in with like a month to go, they want you to hit the target right away.

So what you do in order to hit a target? You play it really conservative. You don't try anything crazy. So even though what you make is serviceable, it is not great. And sometimes you want to do something great. Every writer wants to do something great. Why else would we do this?

Bringing a writer in early, it gives them a chance to be experimental and play with the story and play with what is possible, because this is a medium where we haven't discovered the full vocabulary yet for telling stories in games. We know a few things that work, but there are probably like 20 more things that would work great. We just haven't had a chance to try them yet, because we don't have a chance to experiment.

So there is that side of it, and there is also this side of getting all the other people on the team feeling like they are part of the storytelling process as well. I mean, not everyone is a trained writer, but everybody understands a good story and everyone wants to create a great experience for the player. So if the writer comes on early, he or she can help give tools to the whole team, to create like a back-and-forth exchange between the game design, the art, and the writing and everything. But that just takes time, right? You've got to trust.

You have to build relationships with the team.

SO: You've got to know who you can jive with and who you can just be like, "Dude, come on. Let's just shut the door for a second and let's talk about this." You know?

See, that is why I think it must be hard to really influence the way things are going if you are working externally. I know you move from project to project and you frequently work externally. But sometimes, you spend time at a studio. How does that work? What do you see as the optimal way to go?

SO: Well, I worked on a project that was unbelievable. Oh my God. I loved it. It was partly chemistry. I just really got along with everyone. And that game got cancelled. And I was like... "Print that out." It was like my absolutely all time favorite game. Cancelled!

But I worked with a designer. His name was Pete Low. He was up at Radical. It wasn't like a showstopper, like the world is waiting for it, game, necessarily, but it just worked brilliantly. It was so successful, I thought. And everyone on the team thought so as well.

We got far enough along in the process that the whole story was done and the script was finished. And the cinematics were being made. And everything was sort of integrated, so we could see what we had done. We all felt good about it, which is unheard of, because everyone in games is so critical.

But we were all like, "I think this might be awesome!" And I think it was really successful because I came on early and Pete really set the tone for trying things. He was very accepting. Like, "Yes, let's try that. Let's see how that works."

And we were able to come up with a process where we would take turns. I would spend some time, come up with my story ideas, and then I would present them. And then they would go away and they would come up with some gameplay concepts and come back. And then I would take it. And we would just do this back and forth for a while.

And it was a huge eye opener for me. I mean I had worked on loads of games up to that point. But that process taught me more about what was possible in a game and what wasn't, and how a game designer looked at a story. I could suddenly see my work through their eyes, which was like, "Whoa," and vice versa.

I remember one day having a discussion about the character and how he was going to change at the end. He was going to have a moment of truth. It was going to be like, "What you do in this final moment is going to be who you are," I was like, well, it's because he's a bad guy. And they were like, "What? He is a good guy! What are you talking about?" I am like, "No. He is a bad guy."

Then we had this great discussion about who we thought this guy was, which I thought was so great because we were still getting to know him. It is like we all had different relationships with this guy. And then we all started thinking about how the player would feel about that. "What if he is bad?"


Gears of War

A lot of times when you play a game and you pull back a level, you realize that these characters are the protagonists, but they are not necessarily good people, or doing good things. Usually the ultimate goal is basically good. But they are just sort of running around killing a lot of people in a borderline amoral way.

So when you sort of pull back a level and you think about this on a higher level, then there is more ambiguity. The game situations and the way you actually participate in the game can affect your interpretation of the story naturalistically, but not in a way that is deliberately written.

SO: Exactly. I agree. And that is why I think having a writer in is so helpful, because I think bringing in more ambiguity is great. Like just have things happen and don't explain it. To me, I respond to that as a player, because then I get really intrigued by it. I am not being told what to think; I am just being shown a world. I am being asked to enter a world.

And I think that is the stuff I would love to see more of. And even structurally. Like, whose story is it? Is it the player's story, or is the player going to tell his own story no matter what you do? Why even fight it? Why not let the player tell his story? Screw it! The protagonist is really going to be this NPC. And since you are trying to beat the game as the player, then maybe you are the antagonist.

And maybe what you do really foils the protagonist. We are all protagonists of our own stories. Satan is the hero of his own story! No one thinks of themselves as bad, is my point. And so if you let the player be the hero of his own story...

I just think we have a lot of different ways to think about the antagonist. An antagonist of a story isn't always the bad one. That's what's interesting too. If you get two people operating in shades of gray...

Sure. It's perspectives, right?

SO: Exactly.

Very often I think that stories -- and it's not just in games, but stories in all popular media -- boil down way too far, and that bores me a great deal.

Obviously, something like Star Wars that is bright white versus pitch black, is super popular; it's not like it's not understandable why people like it like that. But I think that very few stories are honestly doing the bright white versus pitch black thing. So, if you're trying to do something with a little more texture, it should be a little less binary.

SO: Yeah, I agree. You know, it's hard to tell a good story in any medium. If it was easy, every movie would be great; every book would be awesome. It's tough. It's tough to find a good story and then tell it well, especially in games, and I think the trick is just having lots of time to get it right.

I think the ones that have been the most successful have been the ones that have really had the chance to learn from their mistakes during production, instead of shipping something that was a mistake.

I think that a lot of games that I play have bad stories. In the end, it might still be bad, but what's really bothersome to me is not so much that like the story is dumb; it's that it lacks craft. You can tell there weren't many drafts of the dialogue, or it's just jammed together. Just stuff like that. That's what I think is missing actually, is craft.

SO: Well, right. And it's funny. As a writer, you have to find the nerve; you have to steel yourself to sound like a total geek in these meetings. You can talk about exposition and rising action, and all these English terms, that really have to get applied to create great stuff.

You can definitely just write, just [makes quick gibberish noises], but to apply a certain craft to it and structural underpinnings to it, so it works for reasons you don't really see; you're not supposed to see it. It's the scaffolding and it's the foundation and it's the lode-bearing walls. All you know is that the room is bright and sunny. You don't have to think about how they get the windows in. That's the builder's job, right?

I try to take a similar craftsman approach to the work that I do, because I've made that mistake myself. I'm just like, "Well, I'll just write some stuff, and it'll work itself out." No, it's crap. "Why was that crap? I need to learn from that."

And so you're like, "I think I'm not taking craft as seriously as I should be." Because, again, you're not surrounded by other writers, so you don't talk shop very much, right? That's one of the reasons I even started this Game Writers Conference [at GDC Austin]. I wanted to be able to talk to my colleagues about stuff that they would take the ball and run with it.

I think one of the important things about writing is what you leave out. I think that's something that people cannot perceive easily, if you don't know about writing.

SO: Totally agree.

I think people are tempted, if they're not experienced, to just keep shoving things into the narrative. And what you leave out, it could be like what we're talking about with Ken Levine condensing characters, or it can be like, "What does this scene do? Nothing."

SO: Yeah, I think that's right. Especially with games. Because you're building around a void, which is the player. You've got to leave space for the player to insert himself or herself, because they're going to do it anyway. Why fight it, if they're going to take it and make it their own?

And creating a structure that allows that, I think, is really huge. And looking at structure, and finding ways to protect the story from the player. Things like inciting incidents, like "When does the story really start? When does the world get turned upside down?" I think, personally, looking at stories, you really have to have it happen before the game begins. If you do 20 minutes where you're doing your thing, and then suddenly something changed, it wouldn't traumatize you.

You wouldn't be motivated to make it go back the way it was. You'd be like, "Oh, cool, right on. I'm underwater. This is great." Or like, "I'm a bat, sure", you know what I mean? Whereas in a movie, they do that very thing.

Starting in medias res is popular in movies, but usually games are like, "Well, we need to do the tutorial first" or whatever. I've brought this up with other people who work in games before.

I felt like Final Fantasy VII had a really strong start. You know you're going to go blow up the Mako reactor, and then escape. And you go through that part and play the game and it's very easy, and it tells you how to play it, and then it stops. That's like 45 minutes or a half an hour. Then the game grinds to a halt, and starts like a normal game, and it's slow.

But the thing is, you're pretty interested because you had that episode of high-intensity gameplay-focused narrative. The game has built up this good will with you as a player, and then it can slow down again. That's such a really good trick. Tricks like that, I think, are important.

SO: Me too. Did you see Up? I thought, in Up, the story with the wife, not having children, blah blah blah, never living her dreams, was so devastating.

It was the best part of the movie, though.

SO: It was. It was so impactful, so powerful, I think it pinned all the adults in the audience to their seats, because they had to process that. And then, while the adults are stunned, and letting it in and having no influence on what they just saw, the kid story starts. It's like, "Whee, fun!", and it's stuff that normally would have bored an adult. They're too stunned to be bored. They needed that time. The adults needed the time to gather themselves. I had that experience when I watched.

Yeah, it was a very elegant part of the film, really elegant filmmaking.

SO: Gorgeous.

Honestly, I don't think the rest of the film is anywhere near as good as first 15 minutes.

SO: But yes, I think you're totally right. Tricks like that, and just thinking about stuff structurally. And knowing that everything in the game is totally and completely made up -- I would love for us to free ourselves more and not be trying to create hyperrealistic situations, or treat stories as though they're hyperrealistic -- as if they're documentaries? Why? That bullshit is all made up!

I think the characters have to be realistic, but the situations don't have to be realistic at all.

SO: And the structure doesn't have to be realistic. It is not a documentary. You don't have to turn a camera on. Let's speed this up; let's do backwards, Where is the Memento? Where is the game version of Memento? Why don't you mess with us a little bit more? This isn't reality! Tell us at the end of the game that I was 50 feet tall. Reality is really overrated. Let's make it up, here.

That's easy to say. Production realities are crazy. Trying to get a bunch of people on board is crazy. It's hard work. You want to be able to tell a story internally that everybody can understand and get behind.

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