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."
Writing and gaming are in a sense opposites of one another.
... 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.
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
"Old man yells at systemd"