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What Writing For Games Is Really Like

Gamasutra is running a transcript of a recent podcast, in which host Tom Kim interviewed the well-respected games scriptwriter Susan O'Connor. She talks about what it was like to write for games as diverse as Star Wars Galaxies, Gears of War, and Bioshock. She and Kim go into what the process of writing for games entails, the increasingly interesting Writer's Game Conference at the Austin Games Conference, the interplay between designer and writer, and what it is like to write for and as a woman in a male-dominated industry. O'Connor comments: "You can look at someone like Ang Lee, who makes these incredibly powerful movies in English set definitely in America, and yet he's not from here and English is not his first language. So I think there's something to be said as a female writer writing male characters. It does take a little bit more work to get inside of their heads, but you do have that luxury of being and outsider and being able to see it with fresh eyes."

73 comments

  1. What it writing by Anonymous Coward · · Score: 0, Funny

    ...like writing headlines for Slashdot, only harder.

  2. What it writing for games is really like? by Loadmaster · · Score: 4, Funny

    Kind of like editing for Slashdot, except sometimes you have to make sense. Unless you're writing for an FPS.

    Swi

    1. Re:What it writing for games is really like? by theStorminMormon · · Score: 1

      Seriously - they're including Gears of War in her writing credits as a good thing? I've played the game all the way through. It has great game mechanics and was a lot of fun. The script writing wasn't as bad as, say, Resident Evil, but it wasn't great either. And there was clearly a ton of backstory of which practically none made it into the movie. The main character goes back to his family's estate and they discover a secret lab with military intel on the enemy of humanity and nothing is said about that. "Hey Fenix, here's your family's mansion. Oh look, your dad thought he was Batman. Well, I guess we better get back to shooting alien-thingies."

      I don't know how much influence the writer has on stuff like this, but in the end Gears of War is either solid evidence that Susan is not a very good writer, or simply a horrible example because she had no chance to do good writing.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    2. Re:What it writing for games is really like? by theStorminMormon · · Score: 1

      Clearly when I said "none of it made it into the movie" I meant "none of it made it into the game".

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    3. Re:What it writing for games is really like? by dmatos · · Score: 2, Funny

      Or a JRPG. I'm sorry, why is the planet dying?

      --

      It may look like I'm doing nothing, but I'm actively waiting for my problems to go away.
      --Scott Adams
    4. Re:What it writing for games is really like? by valathax · · Score: 1
      There is backstory in the game manual that explains what his dad did, and why Fenix was in prison. Personally I enjoyed the ingame dialog, it is very entertaining. It would have been nice to have the whole context of the story introduced using the ingame engine, although I think that epic wanted bits left out to start community development much the way Halo did.

      I think that the next release of Gears will have much more story and context.

    5. Re:What it writing for games is really like? by theStorminMormon · · Score: 2, Insightful

      I know the story is in the manual. That just strikes me as exceedingly lame. The manual is not the game. That's like watching a movie that makes no sense because all the crucial back story is written on the cover. It should be in the game.

      The dialog wasn't too bad. It just didn't constitute a story.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
  3. What IT writing for Slashdot is like by Anonymous Coward · · Score: 0

    I think IT fine being an editor

  4. Huh? by imroy · · Score: 1, Funny

    What It Editing for Slashdot is Really Like

    Get your act together guys...

  5. OOG LIKE ARTICLE by User+956 · · Score: 4, Funny

    What It Writing for Games is Really Like

    OOF LIKE ARTICLE! It good accurate. Oog graduate summa cum laude from cave in hills. Oog make Oog parents very proud! Oog father disappointed at first, because he want Oog be rock repairman too. But Oog have special calling. Oog study mainly rocks and mixing thing together at cave, with minor in English lit. Oog get job as game developing with Grond and Thunk Incorporated!

    --
    The theory of relativity doesn't work right in Arkansas.
    1. Re:OOG LIKE ARTICLE by UbuntuDupe · · Score: 1

      Oh, come on, that guy deserves a Funny, not an Offtopic. :-P

    2. Re:OOG LIKE ARTICLE by Slashdot+is+dead · · Score: 1

      yeah that made me laugh

  6. Wow... by Arceliar · · Score: 1

    "What It Writing for Games is Really Like" very intelligent title... kudos to the editor

    1. Re:Wow... by Arceliar · · Score: 2, Informative

      And kudos for the quick correction. At least the editors are only half asleep :P

  7. Now I'm convinced... by Virak · · Score: 0, Offtopic

    ...that the editors are intentionally making all these mistakes to troll us. You simply cannot accidentally fuck up this much.

    1. Re:Now I'm convinced... by rozz · · Score: 1

      ...that the editors are intentionally making all these mistakes to troll us. You simply cannot accidentally fuck up this much.

      interesting hypothesis and 100% plausible .. but still, only a hypothesis.

      anyway, the "offtopic" mod u got is quite a shame

      --
      "There is nothing more frightful than ignorance in action." Johann Wolfgang von Goethe
  8. From reading these comments by suso · · Score: 3, Insightful

    I think I know what it is like writing games. If you get one thing wrong on the box, people ignore you completely.

  9. Shitty article by Anonymous Coward · · Score: 0

    Tl;dr

  10. How about tips on by Travoltus · · Score: 4, Insightful

    getting into the industry of writing for games?

    Writers are looked at as the non skilled segment (they're not coders, ergo they aren't important), but all the best games have kick butt writers.

    We need more of the better writers, and when we get them, Gears of War, Oblivion, etc. will be the stone age of gaming, instead of contenders for examples of the golden age.

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
    1. Re:How about tips on by icegreentea · · Score: 3, Insightful

      good writing is important, for sure, but on the other hand, games like gears of war... you really aren't playing for the sake of awesome writing or story. the entire aim of gow was to have a lot of senseless killing. and chainsaws. being held up in future generations as an example of the golden age all depends on kind of example they're going to be talking about. gow was never going to be held up as an example of exemplary writing. it would be held up as having exactly the kind of writing that a game like gow needs.

    2. Re:How about tips on by Anonymous Coward · · Score: 0

      I haven't played Gears of War, but I have played Dungeon Siege 2, and I don't remember anything mind-blowing about the writing from that. If you want some QUALITY game writing (yeah, that usually is an oxymoron), check out Amy Hennig with the Legacy of Kain series, some of the best game writing I've heard. Anybody have any good writing recommendations from games from the past 5 years?

    3. Re:How about tips on by Sj0 · · Score: 4, Funny

      If we could get the gameplay of Oblivion with the storytelling and acting of the Legacy of Kain series, we'll have a game experience so powerful, nobody would be able to play a video game ever again.

      Do you REALLY want that?

      --
      It's been a long time.
    4. Re:How about tips on by Sj0 · · Score: 1

      From tfa: "I think that in 50 years or 15 years people will be able to articulate it a lot better than we can now. "

      It depends on if you use cheat codes or not. It's kind of like Super C for NES.

      --
      It's been a long time.
    5. Re:How about tips on by Sj0 · · Score: 1

      To be fair, the writing was incredible in those games, but the voice acting was just astronomical, and was really what let the plot work, where poor voice acting could have easily killed it. Who would give a rats ass about some set of pillars that you only get to walk past a few times if it weren't for Raziel, whose voice was constantly filled with cynicism and disgust for the world, but at the same time, determination and idealism that he could follow the best path, or Kain, whose voice was filled with malice and arrogance, utter contempt for the entire world and everyone in it, and utter confidence that he is superior to it all, except for the tiny times when he breaks character because his ambitions are so much bigger than he is?

      I don't care how much it costs, they need to hire everyone back and do more of those games. It's the only series I've consistently paid good money to buy again and again.

      --
      It's been a long time.
    6. Re:How about tips on by geminidomino · · Score: 1

      Well put... I remember doing a double-take when Simon Templeman was on Monk and he said something that triggered the Kain-voice match in my head.

      And who would have thought that the same guy who voiced Raziel was also Handy Smurf?!

      I miss my LOK/Soul Reaver fix... make another one... please...

    7. Re:How about tips on by Falladir · · Score: 1

      I haven't played Gears of War, so I don't know exactly where you're coming from, but you seem to believe that some games need writing that is other than good. No game needs bad writing. Bad writing sometimes doesn't hurt, but good writing always helps to some extent. There are all kinds of good writing; it doesn't have to sound like flowers to be good. Think of Frank Miller, for instance (or Ernest Hemingway).

      Anything is better with good writing, but few games depend on it, and judging from prime time television, it's in short supply. I'm happy when games and tv just have *decent* writing.

    8. Re:How about tips on by Anonymous Coward · · Score: 0

      We need more of the better writers, and when we get them, Gears of War, Oblivion, etc. will be the stone age of gaming

        I guess you've never noticed, but Oblivion already has some of the best writers in gaming. See http://til.gamingsource.net/ for some of the books. Compare the Redguard and the Breton books on the War of Betony, for instance (both sides claim it as a victory over their cowardly, wicked enemy, heh!) or the two Barenziah stories. (The official, sanitized biography, and the unofficial one, called The Real Barenziah.) There are lots of other examples.

        Everything that happens in the main quest has resonance and deep roots in Elder Scrolls lore, but you only see the tip of the iceberg if you never read any of the books.

    9. Re:How about tips on by SkeptAck · · Score: 1

      Then who will write our books?

      These are the line of defense against fanfic.

      With writers, it depends. Some are good and some are bad. Sometimes a good one is bad for a particular project.

      The killer though, is the writer - good or bad - who doesn't seem to realize it's a video game. Those get tuned out and treated as unimportant, 'cause... You try to straighten 'em out, then.

      A lot of gamers/devs love to read well written things and recognize skill when they see it. One being treated as a member of the unskilled labor pool is A) On a project intended to be poorly written, B) Not skilled, C) Skilled, but writing for future-machines or wizards or some damned thing.

    10. Re:How about tips on by Anonymous Coward · · Score: 0

      I haven't played Defiance yet, but I've played all the others and really it's the writing/voice acting that make me enjoy those games. It's a combination of factors that makes the writing so strong. Kain's dialogue especially reads practically like poetry, and the voice acting couldn't be better. The storyline is also superb and interwoven in on itself, something that must be tricky in terms of writing. Finally, the issues it brings up are pretty deep considering for just a vampire game. There are heavy overtones of existentialism (especially in SR2) and a clear absence of simple good/evil morality (even though Kain doesn't hold back much on the evil part). Throw in the insanity of all issues to deal with that stem from time travel and being resurrected as a monster and you really have rock solid writing. With the exception of graphic adventure games, I've only seen a handful of games that come close to that. I'm guessing Gears of War isn't one of them.

    11. Re:How about tips on by drspooky · · Score: 1

      As someone who does a great deal of writing for games, I will tell you that the best path for a writer is through design. The vast majority of the of the writing in the industry is done by designers, and while there are some studios who have dedicated writers, they are few and far between. And while some designers are dedicated to systems or gameplay, fiction and dialog writing is a big part of the role of most designers.

      Of course, how to get into design, well... there are already a lot of great articles on that.

    12. Re:How about tips on by geminidomino · · Score: 1

      Play Defiance. By the 4th game (BO2 really doesn't count...) a lot of series have hit bottom, but not this one. You won't regret it.

      Kain is more than a vampire. He's the Nietzschean ubermensch. Henning et al captured that philosophy incredibly, and the VA was, as has been said, I've never seen a game with better voice acting.

      "Alas, poor Nupraptor. I knew him well... Well, not really."

  11. Podcast by pete-classic · · Score: 4, Informative

    Seems like it would have been worthwhile to link the actual poscast in the summary.

    -Peter

  12. Game Writing Is Easy by mollymoo · · Score: 5, Funny

    1. Turn on main screen.
    2. Decide who all base are belong to.
    3. ????
    4. Profit!

    --
    Chernobyl 'not a wildlife haven' - BBC News
    1. Re:Game Writing Is Easy by Anonymous Coward · · Score: 0

      I laughed at your post twice before I realised you were also doing the "?, profit" thing.

      It's been overdone so much, my brain has relegated steps n and n-1 to a near invisible state.

      Slashdot - a site for turning funny jokes into punctuation.

    2. Re:Game Writing Is Easy by Anonymous Coward · · Score: 0

      Fuck you and your shitty rehashing of Internet jokes from 5 years ago. How dare you make me read that.

  13. Justification by MrWa · · Score: 5, Funny

    So I think there's something to be said as a female writer writing male characters ... you do have that luxury of being and outsider and being able to see it with fresh eyes.

    As a guy, that is my justification for playing female characters and dressing them up all nice and pretty, or running around in nothing but underwear...

    Posted anonymously for obvious reasons...

    1. Re:Justification by BillPosters · · Score: 2, Funny

      Posted anonymously for obvious reasons...

      umm...

    2. Re:Justification by Anonymous Coward · · Score: 0

      Posted anonymously for obvious reasons... ... Oops?

    3. Re:Justification by Anonymous Coward · · Score: 1, Funny

      Justification (Score:2)
      by MrWa (144753) on Tuesday January 30, @11:39PM (#17824100)
      (http://hamete.com/)
      .
      .
      .
      Posted anonymously for obvious reasons...
      Yeah good job on that.
    4. Re:Justification by Anonymous Coward · · Score: 0

      Posted anonymously for obvious reasons...
      Except you didn't.
  14. Dangling Preposition by Anonymous Coward · · Score: 0

    It's "To whom all base are belong". Honestly.

    1. Re:Dangling Preposition by LordEd · · Score: 1

      Decide who all base are belong to, asshole.
      There, it doesn't end with a preposition now. Are you happy now?
    2. Re:Dangling Preposition by F34nor · · Score: 1

      If it's meant to badly be english, proposition ending good not you are?

  15. Re:UGh... by PresidentEnder · · Score: 1

    Men certainly aren't successful in writting trashy romance novels.

    James Munro, pseudonym E V Thompson.
    Samuel Richardson
    Sir Walter Scott
    That took thirty seconds on Google. Now, while I would love to be able to agree with you, I just can't. Not only because I'm not sure exactly what you said in your first sentence, but because the above men have all been successful "writters" of trash romance.

    --
    I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
  16. Reversal ftl by Anonymous Coward · · Score: 0

    Weren't they complaining how women didn't write female characters? Now they are trying to justify a takeover and say, "Oh it was ok all along." F**k this for a joke

    1. Re:Reversal ftl by SkeptAck · · Score: 1

      The ones who were saying that were unemployed, and if they still are, then they still are.

  17. Choose your own adventure by SirSlud · · Score: 3, Interesting

    Writing and gaming are in a sense opposites of one another.

    I am an avid reader, and a game coder, but I just don't see how it is possible to achieve great writing in a medium where the chief goal is leading towards allowing the player as much freedom as possible to create his own narrative.
    How do you get recognized as a brilliant writer when the gamer is free to abuse, play around, suck, rule, kick ass, get his/her ass kicked, and provide the fixed text that an NPC ultimately says to you for 'getting to that point'. Its an impossible task.

    There are games where I felt the writing was very good, like Fire Emblem, or God of War, or to reach back abit, the original Myst, but the writing has to serve to the game, which is to say it has to be there and not make you notice it rather than stand out for being awesome.

    Half of me wishes the gaming industry was capable of attracting better writing talent, but the key is to attract writers who are aware of the purpose of writing for a game. It should not be an attempt to *justify* your in-game experience (think of all the over the top cheesy narratives written over games that lacked the gameplay mechanics and immersiveness to do it justice,) its merely to enhance the suspension of disbelief and level and match the level of requested immersion from the player.

    Note how it is generally accepted that being an amazing and accomplished writer does not mean you can write a good screen play, or how playwrights arn't neccessarily slam-dunk book authors. I just can't shake the feeling that games will always share, albeit to a lesser degree, a commonality with porn - the narrative of the game simply isn't that central to a good gaming experience (I'm not refuting that some games have good writing, or have even been saved by the writing) just like the writing in porn isn't that central to good porn. I feel that its pretty much a permenant condition ... writing in games just needs to be good enough, not cream of the crop excellent. Its the game itself that really has to hold up, and the writing just needs to make sure it doesn't make an ass of itself.

    --
    "Old man yells at systemd"
    1. Re:Choose your own adventure by Mongoose+Disciple · · Score: 3, Interesting

      Let me start by saying that I agree wholeheartedly with 90% of what you're written here.

      However!

      but I just don't see how it is possible to achieve great writing in a medium where the chief goal is leading towards allowing the player as much freedom as possible to create his own narrative.

      I'm not convinced this is necesarily the case. I grant you, there are some great sandboxy games out there that allow the player a ton of freedom... but looking back at some of the games that I really enjoyed playing or thought had great stories, a lot of them were pretty linear. I don't think we'll stop seeing game creators explore either end of that spectrum anytime soon.

    2. Re:Choose your own adventure by koreth · · Score: 1

      I just don't see how it is possible to achieve great writing in a medium where the chief goal is leading towards allowing the player as much freedom as possible to create his own narrative.
      That's one direction the medium is going, to be sure, and honestly I doubt we'll ever get there with handwritten narratives; to achieve that goal will require something like the book in "The Diamond Age" with sufficient smarts to make up a compelling story as it goes along.

      But there are plenty of games out there with much more constrained narratives that make no attempt to be wide open, and I don't think they'll be going away any time soon either.

      There are really two sorts of story-driven games in my opinion; in one sort (the Grand Theft Auto school) the game primarily serves as an environment, and while there's often a narrative one is meant to explore, the exploration itself is the gameplay. The other sort of game (the Final Fantasy school) is a challenge-reward system where the gameplay is the challenge and the reward is finding out what happens next in the predetermined story. Game writers have a lot more latitude to tell interesting, complex stories in that kind of game, mostly because they can concentrate on just one plotline, or a small number of alternatives, rather than trying to fill in all the possible blanks for everything the player does. But at the same time the player is necessarily more constrained in that kind of game.

      In my opinion both kinds of games can be done very well, and (barring the invention of a really good story-generating and dialogue-speaking AI) they will tend to deliver very different experiences. I enjoy both styles but I don't expect the two types of games to act or feel the same; the similarities between the two are more superficial than they appear. I don't think either style is inherently better or worse than the other; they're just different.

      I think games today are in the position cinema was when it first started: a plaything medium that "serious" writers wouldn't be caught dead having anything to do with. It took longer than people tend to remember for screenwriting to become a respectable profession. And after cinema, TV had the same experience; nowadays we take material like "The Wire" for granted but for a long time you'd've been laughed out of the room if you suggested that TV writing could ever be considered a serious form of literature.

      We'll get there. It'll just take time: time for the medium to have been technically mature during the formative years of tomorrow's great writers. Then it'll take a couple of them blazing the trail and showing their peers that there's some interesting unexplored potential. I'm convinced it'll happen.

    3. Re:Choose your own adventure by Grym · · Score: 3, Funny

      There are games where I felt the writing was very good, like Fire Emblem, or God of War, or to reach back abit, the original Myst, but the writing has to serve to the game, which is to say it has to be there and not make you notice it rather than stand out for being awesome.

      True story: My computer didn't have quicktime installed (or had some problem with QT) when I played the first Myst game. So, all the puzzles worked, but none of the story full-motion videos did. I was, of course, none-the-wiser to this and played through the entire game without ever knowing what the heck was going on--I thought that was part of the "mystique." Every time I would encounter one of those books with the movies in it, I just saw a black square, which at the time I had assumed was some kind of puzzle I just hadn't figured out yet. You can only imagine how confused I was when I got the the end of the game and there's a bunch of text regarding all these characters and their conflict which I had apparently been participating in all along.

      For what it's worth, though, I still liked the game. What others are saying here is probably true. A good storyline always takes backseat to good gameplay.

      -Grym

    4. Re:Choose your own adventure by Garrett+Fox · · Score: 1

      From someone who would really like to write for games:

      Right now, a lot of professional games seem to have very limited writing, and it's not just a function of bad writing but of gameplay. I recently played the Zelda-like RPG Okami, for instance, and found that there was almost no innovation in NPC interaction over the first Final Fantasy: walk up to people who stand there like idiots and hit one button to read a one-way dialogue blurb. There are notable exceptions like the Elder Scrolls series, and PC games tend to be better in this respect than console games. Still, a lot of what holds game writing back is that the characters are brainless billboards. As AI develops, game writing will/should become less a matter of composing canned text as of creating characters that can answer questions and take action on their own instead of waiting to "say their line." I'd like to be able, at least, to go up to those randomly-wandering NPCs and quiz them about their town to get interesting background information.

      --
      Revive the Constitution.
    5. Re:Choose your own adventure by grumbel · · Score: 1

      but the writing has to serve to the game

      I think that this is the core reason why stories in games suck for most part, they are considered fillers, stuff that doesn't really matter at all and that is simply there to fill a few holes that the gameplay left. No surprise that you don't get a good story that way. As long as developers continue to consider story as filler things won't change. It is like with movies, if you simply take the story as filler between your special effects filled space battles you will end up with junk.

      I think more developer should start to use games as story telling medium and let the gameplay serve the story instead of the other way around. Not only would that lead to better stories, but also to new gameplay innovation. I mean shooting random stuff is fun for a while, but what really has changed in the last 20 years in terms of interaction with the gameworld? Is throwing the gameworld itself at the enemy via the gravity gun the best we can come up with? What has changed in terms of NPC interaction? Most 15 year old text adventures still put todays games to shame in that aspect, since many todays games simply have any and even those that have, don't really move beyond standard dialog trees.

      I don't think that the 'freedom' in games is the reason for this, since truth to be told, most games don't really offer any freedom at all, with a few exception. Most games are incredible linear and adding a decent story wouldn't take any of that already non-existing freedom away. Its simply that most developers don't even care for story.

    6. Re:Choose your own adventure by Clover_Kicker · · Score: 1

      Ever played Planescape: Torment?

    7. Re:Choose your own adventure by C0rinthian · · Score: 1

      I am an avid reader, and a game coder, but I just don't see how it is possible to achieve great writing in a medium where the chief goal is leading towards allowing the player as much freedom as possible to create his own narrative. It's actually quite simple: Stop treating it like a narrative. Think of a soundtrack for a movie. It is there as background. It sets tone, and helps communicate what is going onscreen. The music doesn't tell the story though.

      You can have a well designed, open-ended game where the player has total control of their 'story'. The job of the game writer isn't to tell the players story, it is to tell the story of the world. To breathe life into the virtual space the player is occupying, giving it depth and history.

      All the gameplay in the world won't save you if your setting is flat.
  18. Neat! by SkeptAck · · Score: 1

    I remember when I accidentally deleted one or two (or three?) days of Susan's work. But I'm sure it was even better the second time anyway. So everybody won!

  19. Don't have much experience with Gears myself... by Wilson_6500 · · Score: 1

    ... since I don't own an XBox360. How much writing, exactly, went into the game? From what I've seen, it looks like a bulked-up, deadlier, more flashy version of Quake II where you can take cover and chainsaw guys in the face. Indeed, those seem to be the draws, rather than the compelling plot or dialog. The writing for QII, I can remember, was basically contained within the manual, and that was something a guy like me (moderately creative and loves spending time writing long, pointless descriptions of make-believe things--I invented a fictional naming convention for every race in Final Fantasy Tactics Advance for god's sake) could've pounded out in a day or two.

    1. Re:Don't have much experience with Gears myself... by PingSpike · · Score: 2, Insightful

      What I've played of GoW I enjoyed, I thought it was a fun shoot 'em up game with a few interesting weapons. But as far as the writing? Its par for the course. The lines are totally cheeseball coming out of the characters, and much of the NPCs motivations don't really make a ton of sense. The main character is a walking video game cliche, overdone to the point of self parody.

      I didn't see the ending, but the story "demons/aliens/boogeymen attack earth and must be destroyed" is hardly a new idea. They came out of the ground instead of from space I guess. And the plot device of the main guy being locked up at the beginning of the game makes no sense at all. You lock your badass super soldier up for 4 years because he disobeyed an order, while earth is being overrun? Thats just plain a waste of resources.

      I haven't played the other games on the list, so I can't comment on those...but GoW is just more of the same. I'm not even saying its awful, just average.

    2. Re:Don't have much experience with Gears myself... by Blakey+Rat · · Score: 1

      I'd say better than Lost Planet, better than Prey, but not nearly up to Halo/Halo 2 standards. Of course those are all Xbox games, so whether that helps the original poster I don't know.

      I mean, I played through Gears and actually slightly cared if the football player died or not, so I guess that's a minor victory right there-- whether I give a crap about a NPC dying. To contrast, though, the cut-scenes in Halo 2 are so well-written that they'd be above average for motion pictures.

    3. Re:Don't have much experience with Gears myself... by C0rinthian · · Score: 1

      "The Train is at home on the rails!"

      God I wanted to shoot that guy.

    4. Re:Don't have much experience with Gears myself... by C0rinthian · · Score: 1

      Not normally one to respond twice to a post, but it's a seperate topic really:

      Halo/Halo2 had excellent voice acting. That is what made their cut-scenes work so well. The story in Halo isn't the best, but it's not the worst either. What bumps it up is that it is well executed, and Bungie put a lot of effort into the background material, giving the world some weight.

  20. I didn't contradict you by Travoltus · · Score: 1

    What I said was, story lines of the future will make today's masterpieces look elementary. But for that we need to demand that Oblivion-style writing be the new bare minimum rather than an outstanding exception to the rule.

    We need more game story writing contests (more than we have now) to see what creativity is out there.

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
  21. Re:UGh... by PingSpike · · Score: 1

    Isn't the video game story the direct male equivalent of the trashy romance novel? Garbage writing that plays directly on our basal need for fantasy.

    Oh wait, the direct equivalent in that case would be porno writing.

  22. Would be nice if Capcom had hired her by Blakey+Rat · · Score: 2, Informative

    Lost Planet, which I'm about halfway through right now, has the most cliched plot and dialog ever. I mean, it's cliched almost to spoof-of-video-games level... it's insane.

    http://blakeyrat.com/2007/01/lost-planet.html

    To quote myself:

    So all in all, Lost Planet is a pretty good game with a really lame story. Which is pretty much par for the course for most console FPS games. Hell, most FPS games period. But it still upsets me because, of all the low-hanging fruit, the story is the lowest hanging and it still hasn't been plucked. Sad, really.

  23. Re:UGh... by Raenex · · Score: 1

    and stop letting women write for men's games.

    I've been skeptical since forever when it comes to women authors, especially in male-oriented genres, but I read Robin Hobb's "Assassin's Apprentice", and it was quite good. I'd never would have guessed it was by a female author.

  24. Game Industry Writers = Male Dominated? by Brokenantimatter · · Score: 1

    The gaming industry practically started with Roberta Williams (Sierra On-line Co-founder) and has continued with great writers such as Susan O'Connor(Gears of War) and Amy Hennig(Legacy of Kain). Sure, there aren't as many female writer but the ones that are in the gaming industry have made some of the most noted storyline based games...It would not be fair to call it a man dominated business.

  25. Kinda flamebait by Sciros · · Score: 1

    I really appreciate an article like this because as a gamer I have always wondered what sort of "process" the storyline in a game goes through. And a lot of what the author says is enlightening and insightful. However, one thing bothers me -- I haven't been happy with, well, nearly any of the storylines she has written! Gears of War was short and sweet, with some good dialogue, but the story was insanely weak. And Guild Wars (every chapter) is an utter disaster in terms of story and dialogue. Sure, I love these games, but I would be lying if I said I enjoyed their storylines. So, I was hoping she would go more in-depth when talking about where she draws her ideas from, who thinks of the "major" premises and plot points (mostly the lead designers? how much input does she have as a writer rather than designer?), and how much freedom she gets in terms of dialogue. I want to know who I should be blaming when the stories and/or dialogue in games are trash, and who I should be praising when they're stellar. I'd also be curious to see how the dynamic between designers/writers differs in, say, Japan (with regards to story/dialogue-heavy JRPGs like Final Fantasy for instance).

    --
    I like basketball!!1!
    1. Re:Kinda flamebait by Anonymous Coward · · Score: 0

      Hey Sciros,

      This is Susan O'Connor! As a contract writer, I almost *never* develop the storyline. The dev team almost always hands it to me. That was true for Gears and for Star Wars Galaxies as well. (Guild Wars? I didn't work on that). I rarely have the luxury of reworking the main story points, because they are almost always tied to development schedules and asset production. Beleive me, I wish I could. Frankly, I'm glad that people are hollering about the story quality in games - that means that studios are going to have to do a better job with the STORY, not just the script.

      Hope this helps.

      Susan

  26. Writing for Games Well is a Subtle Skill by Phrogman · · Score: 1

    Having participated at least on the fringes in the writing process for 3 games (2 of which never saw the light of day), I can say that writing for a game is a very subtle artform if done well. Good writing augments the gameplay without restricting the user's actions, it provides colour and background to the events in the game but is flexible enough that it makes sense whatever the user does, and is hopefully not repetitive. I haven't seen that many good examples of clever and well conceived writing in a lot of games. Myst as someone said wasn't bad (even though I disliked the game myself), and I think the writing in the MMORPGs City of Heroes/City of Villains is excellent. A lot of the old Sierra titles were very well done as well.

    Good writing can't supplant the gameplay but it can add to it in such a manner than you can choose to participate in it or more or less ignore it and carry on with playing the game.

    One of the projects I participated in was an analysis of how much writing would be required for an MMORPG style game that never saw the light of day to the best of my knowledge (it had no title at the time), and our involvement was limited to determining how much dialog writing would be required given the design the designers had conceived of. They decided not to proceed with that concept when we told them they would end up needing roughly 60,000 pages of dialog when they were done. Obviously a poorly designed concept, which is what we told them.

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  27. Dialog is just another opportunity by robson · · Score: 2, Insightful

    Well-written characters and dialog are just another opportunity to entertain the player.

    To be vulgar, it's just another asset -- like models, textures, sound, animation, and effects. It would be foolish for a developer to discount the need for quality in any of those other sorts of assets, and it's foolish to write off dialog as something players won't be interested in.

    Caveat 1: I'm distinguishing between dialog and plot, because plotting is like game design, in that it happens behind the scenes and is expressed through other assets. In other words, while "writing" in novels means a lot of things other than dialog, almost all of the writing that goes into games is dialog.

    Caveat 2: I work at Double Fine Productions, which is run by Tim Shafer. Tim has a reputation as one of the better writers in the game industry, and to be honest, I'm not sure I'd have the same appreciation for good game dialog if I hadn't worked on Psychonauts.

  28. Why gaming can't attract writers.... by Half-pint+HAL · · Score: 1

    Half of me wishes the gaming industry was capable of attracting better writing talent, but the key is to attract writers who are aware of the purpose of writing for a game.

    I think the problem the games industry has with attracting writers is basically down to price.

    Novels can be very lucrative -- ask J.K. Rowling. So can TV and cinema.

    Why? They have a large market. Gaming is still very much a fringe pursuit. To compete with moving pictures and books on writers' take-home-pay, they'd have to allocate a very large share of profits to the writers.

    But yes, it's a different style of writing -- and a very intellictually challenging one at that. The cost of learning is high -- there're so many variables to take into account.

    Long-term learning, poor rewards? No thanks -- much easier just to write novel, publish and be damned.

    HAL.

    --
    Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
  29. Re:UGh... by rozz · · Score: 1

    Isn't the video game story the direct male equivalent of the trashy romance novel? Garbage writing that plays directly on our basal need for fantasy.

    Oh wait, the direct equivalent in that case would be porno writing.

    pretty insigtful, too bad i already distributed my mod points.
    few obs though:
    - there are millions of women that play games but i havent heard of many men enjoying those trash romance novels
    - dont believe 100% when a woman says she needs romance more than pure sex .. she is also made of the same meat :) .. and if u believe that half-lie, u will be in the same trouble she gets into by negating her own meat and primal instincts.

    and porno does not really need writing .. you dont need scenario to enjoy watching sex, same as u dont need a story to enjoy watching a tasty-looking steak ;)

    --
    "There is nothing more frightful than ignorance in action." Johann Wolfgang von Goethe
  30. On a tangent about writers and games by erdraug · · Score: 1

    This reminds me that the best storytelling i've ever encountered was in Dynamix/Sierra's Betrayal at Krondor, which was based on Reimond E. Feist's universe, with the author actually doing the character, item and scenery descriptions, and of course dialogs, if i remember correctly.

    ...which apparently i don't. http://en.wikipedia.org/wiki/Betrayal_at_Krondor claims he was only responsible for the editing.

    Anyway the thing is, the game proved so successful it was made it into a book *afterwards*.