Hollywood Reporter on Game Writing
Via GameSetWatch, a story at the Hollywood reporter site on the process of writing a videogame. From the article: "'For me, writing is like gold,' says David Perry, president of Atari's Shiny Entertainment studio. 'It saddens me a lot that many video game companies don't hire triple-A writers and that they use their game designers instead. That's why, when real writers look at video game stories, they kind of roll their eyes. But that's something that I see changing, I really do.'" This guy probably has more than a little bit to do with that.
Also, the expectations for 'game time' are way beyond what a film offers. The amount of dialog in some games is comparable to a novel (those epic RPGs with 20, 30, 40+ hours in them). No wonder the quality suffers.
If Jesus wants me it knows where to find me.
I guess these guys have never heard of them.
If you're developing a game, and you've only got so much money to go around, story is the right thing to cut some corners on.
How many of us play Super Mario for the story? Or Sly Cooper? Or Ikaruga? I'd much rather see fun games with crappy or non-existant stories than great stories with a crappy game wrapped around it.
I've shelved quite a few games due to control problems or difficulty frustrations, but I've never put down a game that was fun to play because the story was sub-par.
e2 | LJ
Just the thought of a Hollywood writer rolling their eyes at *anything* seems so laughable to me. I mean... COME ON, Hollywood is where the stupidest stories in the world are thought up!
Sticking feathers up your butt does not make you a chicken - Tyler Durden
If there's too much "story" in a video game, you end up with what the industry derisvely calls a "track ride", where the player is locked onto a track and must ride through the storyline. Once that was necessary, because we couldn't build big free-play worlds. Today, it's not. We're also past the "cut-scene era", where the cut scenes had the good graphics while the game graphics looked like crap. That's been fixed.
It's hard for screenwriters to accept that they're not in charge of the plot. This is a constant source of friction between the story-oriented types from Hollywood and game developers. (And it's a nightmare to developers stuck writing a licensed game based on a major film. Fortunately, control is moving the other way. We're now seeing successful films based on games. We all have Angelina Jolie to thank for that.) Too much "story" in a game usually results in long periods during which the game blithers at the player, with player action locked out. This kills game flow.
GTA does not have a "story". It has subplots.
The future is AI-driven NPCs that can say and do something clever in response to events. It's not some voice-over "These are the Mountains of Dispair, which you must cross".
It was because of the story in FFX that I actually decided to pick up a controller and start playing games (first time since Tetris), instead of watching my brother do it all.
Since then, I've been hooked on playing games just to get to the story. Neverwinter Nights? Played because of the story. Warcraft 3? Played because of the story.
I can put down a game with fantastic graphics and great gameplay, but if it doesn't have a story, I'll probably get bored with it fairly quicky and not pick it up ever again. There has to be *some* reason to go through 40+ hours of play.
The future is AI-driven NPCs that can say and do something clever in response to events. It's not some voice-over "These are the Mountains of Dispair, which you must cross".
Maybe, maybe not. The thing you are missing is the dialogue and actions of the NPCs (whether AI or actor driven) have to be written. A good game for me includes a good story that provides motivation and a framework for action. The problem is, by focusing too much on just the gameplay, games end up hiring a third-rate hack that writes up NPC dialogue and plot, which results in really, really cheesy and uninteresting story. I'll give many games a try, but I always get bored with them unless there is a story or plot. Playing with other PCs online is great, when I feel like that. But, very few players are great conversationalists, nor can they direct the course of events, or initiate large amounts of action, outside of a very specific framework. For this sort of story, you need good writers. Otherwise, the experience becomes repetitive, like grinding in WoW, and I quickly lose interest.
Even next to such pedestrian fare as the run-of-the-mill Ahnold ouvre... Well, "Kindergarten Cop" would pretty well kick the pants of any "Warcraft" title. Not to mention the painful voice acting.
(My choice for a model gaming company in this sense would be the pre-MS Bungie. Marathon Series. Myth and Myth II. They had the production values in order and did things right.)
"Fundamentalism" isn't about divine morality. It's about human authority.
When we want a superbly well-rounded game, I'll ask Bungie or the Zelda team at Nintendo.
"Fundamentalism" isn't about divine morality. It's about human authority.
Call me crazy, but isn't that site's favorite icon a rip of the old netscape navigator logo?
Chris Avellone is "only" a game designer. And he has crafted one of the most complex and beautiful storylines ever made in any medium, not just video games.
Please HL was not written in the context of an "interactive story", it was simply a script where every decision leads you down a pretermined path, hardly interactive.
_ designer)
1 38049708/sr=8-2/ref=pd_bbs_2/102-9723489-7707326?n =507846&s=books&v=glance
Chris Crawford is the one everyone should be listening to. Especially his latest book. Every game "writer" should have this on their shelf.
http://en.wikipedia.org/wiki/Chris_Crawford_(game
http://www.amazon.com/gp/product/0321278909/qid=1
Everything you do requires a narrative framework in which to do it, otherwise you have a nihilistic sandbox with no victory condition. Games require rules, victory conditions, and the ability to act in regard to the rules, else it's not a game by definition. Whether you recognize it or not, the idea of the game is simply a narrative in motion.
If plot was truly unimportant to the game process, companies wouldn't bother injecting even a half-ass story into their work. They'd just leave it out because putting any time into a segment of the game requires valuable, life-giving money. The fact that some developers, and ID is mostly responsible here, put so little effort into anything that might resemble a story really late after 4 beers is because they know they can't get away with not doing so.
To rephrase your initial statement, games are places that you go. Without a story, there's no damn reason to ever go there in the first place.
where the player is locked onto a track and must ride through the storyline
*cough*Metroid Fusion*cough*
The second issue, I guess, regards the purpose of the game itself. Should the game have a narrative driving it, or should it merely be a vector through which an experience is delivered to you, devoid of context or interpretation? I think the gamers that favor the latter opinion are those who enjoy feeling in control of their experiences, much like the shaky narrative framework of the Grand Theft Auto games is really only a suggestion to an otherwise decision-empowered player. Perhaps this is an offshoot of the reality of life against the conditions of the gamespace--we are rarely in command of our own destinies in the real world, with bosses, parents, the government telling us what to do; why should a game designer tempt us with an escape to a different world when we wind up with yet another telling us what to do?
As I mentioned in a prior comment, everything we engage in has a narrative, regardless of whether we're conscious of it or not. The sandbox style of gameplay might be interesting to some, but give me the heavily narrative Planescape: Torment over GTA any day. It isn't simply a matter of playing style, either--over the weekend I ran through F.E.A.R. because of its strong narrative hooks, much like I've played and replayed Monolith's prior games, No One Lives Forever 1 and 2. (With stronger narratives than F.E.A.R., I might add.)
Maybe we should consider this antinarrative backlash as a direct consequence of the popularity of multiplayer FPSes. How many people are still playing Halo 2 for its Halo 1.5 storyline, and how many people still play it for its commanding multiplayer? For that matter, consider Quake 3 Arena--there was the barest of storylines there, as with most any ID game these days, and yet its multiplayer capabilities made it popular. There are people who enjoy a strong singleplayer campaign, myself included, and then there are those who don't give a rat's ass about singleplayer because they just want to frag their buddies as much as possible. Any distraction from either viewpoint might be considered a detriment to either constituency (of course the dichotomy is not absolute; there are plenty of people who enjoy both equally well).
For another factor, consider the game review sites. It's been a regular occurrence that I'll check Gamespot's ratings to see how they've examined a new game, and in the "pros" section they mention a great story, wonderful aesthetic presentation, and strong voice acting. But they decide to graft an 8.0 to an otherwise 9-worthy game with the "con" of a lack of multiplayer. That's a slightly different topic, but I wonder if the prevalence of multiplayer capability is affecting what we consider to be the purpose of games.
How about the movies based on games? The majority I've seen have been big, big stinkers... even when based on games with a very doable plot for a movie. Half the time the take a name and throw something completely unrelated out as a movie, or they maim and damage the original plot so badly that the pile of crapulance simples adds another steaming clod onto a pile of otherwise steaming clods of game-based movies.
Maybe if Hollywood had a better track record of non-suckage I might agree with the reporter... but really I think there are no more videogames with crap plots than there are movies with crap plots, and there are definately more videogame-based-movies with crap plots (when the game was good).
A bunch of examples I can think of
The latter three are on rails to some extent since each level is somewhat mission oriented, but there's an evolving story in all of the above that's quite engaging. You can ignore the main plot line in Morrowind for at least 50 hours of playtime, yet the overall theme really adds to the sense of the world.
As far as story killing game flow, unless your a pure FPS player who just wants uber frags, that's absurd. All of the above took you out of the story for *long* periods to explain what's going on. Without that (to me at least) most games seem flat. Doom? Let's see: kill a monster. Kill another. Hmm, dark corner- there's going to be an ambush. Whoopie. If that's "Game flow" you can keep it- I'll take the plot.
"Seven Deadly Sins? I thought it was a to-do list!"
Comparing video game to movies and books isn't a good test honestly. They have completely different types of content.
Video games are closer to television then they are to books or movies in term of content. Movies and books have long interwoven stories that are built on character development and plot twists for entertainment. Because video games give the player choices plot twists are more difficult to pull of without making the player feel like they have no control. Television and video game have much different paths to follow for entertainment.
Sports broadcasts: Sports games
Cartoons: Platformers
Documentaries: historical games
Reality TV: the Sims
Dramas and thrillers: adventure games and action games
Sci fi and fantasy shows: RPGs
So to me the better comparison for games writing would be the writers for television shows.
You don't watch The Kids Next Door, Ed Edd and Eddie, or Totally Spies for the plot, just like you don't play Mario, Ratchet and Clank, or Jak and Daxter for the plot either. If you're watching TV for a plot you watch shows like 24 or lost, if you are playing games for the plot you play games like the longest journey or killer 7. Just like television not all the writers are that great, but there are some good ones, and they are getting better.
Although television is closer it is still not a perfect comparison. In television the viewer has no control and this gives e writers a lot les to worry about. A script writer never has to worry about "what if the protagonist decides not to peruse the antagonist." They know that the protagonist will do it because they say he will. In games to more choices you take away from the player the less they feel they are playing the game and more they feel they are watching the game. It's a hard balance to maintain and it is a challenge that is pretty unique to writing for games.
I don't know Marathon 2, but your description reminds me of System Shock. Loved playing that game, obsessed by Shodan and figuring out what happened on that space station.
(Anyone remember Ultima 3? What keyword can I bounce off this NPC that will make them regurgitate the clue I need... I resorted to pseudo-dictionary-attacks on some of those).
You're thinking of Ultima 4, 5, or possibly 6. In Ultima 3, you don't get to propose topics of conversation. Each person says only one thing. The only exceptions I can think of are: shopkeepers and oracles, and Lord British (who says something different if you're levelling up).
Like Enter the Matrix and Path of Neo had any really good writing to begin with.
I understand what he's talking about, I just don't see where he's coming from on this though.
Insert Sig Here