Professional Techniques for Video Game Writing
Aeonite writes "Professional Techniques for Video Game Writing is the followup to Game Writing: Narrative Skills for Videogames, and the second book written by members of the Game Writers' Special Interest Group of the 14,000 member strong IGDA. The book covers much of the same terrain as its predecessor, but offers a tighter focus on some specific points, covering more technical (as in technique) details rather than broader narrative theory; if the first book was a Google Map, this one would be the Street View." Keep reading for the rest of Michael's review.
Professional Techniques for Video Game Writing
author
Wendy Despain (Editor)
pages
250
publisher
A.K. Peters Ltd
rating
10
reviewer
Michael Fiegel
ISBN
978-1-56881-416-2
summary
A detailed look at professional video game writing techniques.
Three authors from the first book — Richard Dansky, Rhianna Pratchett, and Andrew Walsh — also pen chapters here; they are joined by a dozen others, including three authors who helped edit the first book: Sande Chen, Wendy Despain, and Beth Dillon. In the interest of full disclosure, my own name appears beside a few quotes in this book; I am a member of the IGDA Writer's SIG, but I had no involvement in the writing or editing of the book itself.
When I reviewed Game Writing last year, my only reservations were that the book could have used some more specific examples from relevant games, and that it could have included a chapter on breaking into the field of game writing. It's nice to see that both of those issues have been addressed in this book. In fact, the latter issue is dealt with right where it should be — in chapter 1, "How to Break In and Stay In." Author Beth Dillon covers the importance of education, experience and a solid portfolio, but spends more time on the all-important notion of networking. Much of the chapter is also devoted to "how I did it" stories, which offer prospective writers a fairly good idea of the many ways in which one can get involved writing for games.
The next several chapters cover specific types of game writing documents and formats. Collectively they are in my opinion among the best in the book, even though they really can only touch the surface of the vast amount of documentation — internal and external — that goes along with the making of a game. As one might expect, the first of these — Chapter 2 — covers the broad issue of format in a discussion of "Interactive Script Formatting." Here, Author (and editor) Wendy Despain discusses the lack of a single script format, the standard screenplay format, the realities of using Microsoft Excel, branching narratives and the Neverwinter Nights Aurora Toolset. In the next chapter, Erin Hoffman offers a brief, concise discussion of the need for brief, concise pitch documents and executive summaries, two of the key documents found in the early stages of game design.
Chapter 4, by John Feil, then focuses on the types of Game Documentation that appear once game development has actually begun; he covers everything from versioning, wikis and source control, to the evolution of documents from pitch to treatment to game design document, as well as supplementary documents such as technical design docs and scripts. Feil also pens chapter 5, "Manuals, In-Game Text, and Credits", which has a fairly self-explanatory title. Worth noting in this chapter is the acceptance of some unpleasant realities of the industry, including the last-minute rush to get manuals done, the difficulties in working with various groups, and the fact that no one reads the manual anyway. Also mentioned is the issue of credits in the game industry — one of the primary reasons for manuals, and a constant thorn in the side of just about everyone who's ever made a game. The IGDA is working hard on a standard, and the book mentions their efforts, which can be followed on the IGDA website.
Several later chapters also cover specific types of documentation in some detail. Chapter 12, by Andrew Walsh, covers Tutorials, including issues of narrative models and the fact that tutorials are often added late in the development cycle. Chapter 13, by Alice Henderson, focuses on Strategy Guides, covering issues such as dealing with bugs, acquiring screenshots and maps, and dealing with drafts and deadlines.
In-between and elsewhere, the book also covers: the emerging industry of narrative design; the pros and cons of remote contracting versus working in a game studio; writing in a team; breaking writing up into "bite-sized chunks" to get the work done; writing for new intellectual property (versus existing IP); writing for different types of audiences; and working with voice actors in the recording studio. Some of these chapters drift a bit closer to ground already covered in the SIG's first book, but each does offer a degree of additional detail that readers will find helpful. Especially noteworthy is Richard Dansky's chapter on Script Doctoring, which offers a plethora of information and tips on how to do it well, along with plenty of exercises on how to practice your skills.
Dansky's piece is followed by Evan Skolnick's "Game Writing and Narrative in the Future," which looks at the direction the industry is going, and explores why writers are necessary, and how a theoretical game story system for future games might work (with a sideways glance at ELIZA and the Turing Test). After this final chapter, the book contains four appendices full of script samples, pitch documents, excerpts and other writing documents from games such as Bratz: Forever Diamondz, Pests, Food Finder and Call of Juarez. As is always the case when such gaming documents are presented, the lists of barks ("Great!" "Sweet" "Awesome!") are at once ridiculous and helpful to see in print, demonstrating quite a lot about the nature of game writing in their seeming redundancy.
Closing out the book is a list of author bios (there are 15, contributing to 16 chapters), including the likes of the aforementioned Richard Dansky (Ghost Recon, Splinter Cell), Chris Klug (Stargate Worlds, Earth & Beyond), Rhianna Pratchett (Heavenly Sword, Overlord), Anne Toole (The Witcher, Stargate Worlds) and Andrew Walsh (Harry Potter and the Order of the Phoenix). Notable is the fact that 7 out of the 15 authors are women; in a male-dominated industry, it would seem that in the realm of writing, at least, things are a bit more balanced.
In addition to being filled with useful information and tips, most of the chapters also feature one or more exercises at the end, providing readers (who are presumably also writers) with ways to test their skills in a practical manner using the techniques and theories discussed in each chapter. In some cases the Exercises are a bit lackluster and seem tacked on, but many are quite comprehensive and detailed; Dansky offers five such exercises which resemble nothing so much as a final exam from a college course on Script Doctoring. Alas, it seems doubtful that Professor Richard will be available to grade everyone 's work.
Professional Techniques is definitely a book by writers, for writers; even moreso than its predecessor. Insightful discussion of game writing issues is matched with many excellent examples and helpful exercises, and the whole piece is only very slightly marred by some odd chapter arrangement in the middle of the book. This arrangement places Chapter 5's coverage of Manuals and In-Game Help and Chapter 12's discussion of Tutorials further apart than seems logical, especially considering the wide range of topics covered in-between. However, this is truly nit-picking, and overall the book deserves top marks. Stylistically and informatively, it's at least on par with its elder cousin, and will serve as an excellent addition to the library of any game writer — current, or prospective. I highly recommend it.
You can purchase Professional Techniques for Video Game Writing from amazon.com. Slashdot welcomes readers' book reviews — to see your own review here, read the book review guidelines, then visit the submission page."
When I reviewed Game Writing last year, my only reservations were that the book could have used some more specific examples from relevant games, and that it could have included a chapter on breaking into the field of game writing. It's nice to see that both of those issues have been addressed in this book. In fact, the latter issue is dealt with right where it should be — in chapter 1, "How to Break In and Stay In." Author Beth Dillon covers the importance of education, experience and a solid portfolio, but spends more time on the all-important notion of networking. Much of the chapter is also devoted to "how I did it" stories, which offer prospective writers a fairly good idea of the many ways in which one can get involved writing for games.
The next several chapters cover specific types of game writing documents and formats. Collectively they are in my opinion among the best in the book, even though they really can only touch the surface of the vast amount of documentation — internal and external — that goes along with the making of a game. As one might expect, the first of these — Chapter 2 — covers the broad issue of format in a discussion of "Interactive Script Formatting." Here, Author (and editor) Wendy Despain discusses the lack of a single script format, the standard screenplay format, the realities of using Microsoft Excel, branching narratives and the Neverwinter Nights Aurora Toolset. In the next chapter, Erin Hoffman offers a brief, concise discussion of the need for brief, concise pitch documents and executive summaries, two of the key documents found in the early stages of game design.
Chapter 4, by John Feil, then focuses on the types of Game Documentation that appear once game development has actually begun; he covers everything from versioning, wikis and source control, to the evolution of documents from pitch to treatment to game design document, as well as supplementary documents such as technical design docs and scripts. Feil also pens chapter 5, "Manuals, In-Game Text, and Credits", which has a fairly self-explanatory title. Worth noting in this chapter is the acceptance of some unpleasant realities of the industry, including the last-minute rush to get manuals done, the difficulties in working with various groups, and the fact that no one reads the manual anyway. Also mentioned is the issue of credits in the game industry — one of the primary reasons for manuals, and a constant thorn in the side of just about everyone who's ever made a game. The IGDA is working hard on a standard, and the book mentions their efforts, which can be followed on the IGDA website.
Several later chapters also cover specific types of documentation in some detail. Chapter 12, by Andrew Walsh, covers Tutorials, including issues of narrative models and the fact that tutorials are often added late in the development cycle. Chapter 13, by Alice Henderson, focuses on Strategy Guides, covering issues such as dealing with bugs, acquiring screenshots and maps, and dealing with drafts and deadlines.
In-between and elsewhere, the book also covers: the emerging industry of narrative design; the pros and cons of remote contracting versus working in a game studio; writing in a team; breaking writing up into "bite-sized chunks" to get the work done; writing for new intellectual property (versus existing IP); writing for different types of audiences; and working with voice actors in the recording studio. Some of these chapters drift a bit closer to ground already covered in the SIG's first book, but each does offer a degree of additional detail that readers will find helpful. Especially noteworthy is Richard Dansky's chapter on Script Doctoring, which offers a plethora of information and tips on how to do it well, along with plenty of exercises on how to practice your skills.
Dansky's piece is followed by Evan Skolnick's "Game Writing and Narrative in the Future," which looks at the direction the industry is going, and explores why writers are necessary, and how a theoretical game story system for future games might work (with a sideways glance at ELIZA and the Turing Test). After this final chapter, the book contains four appendices full of script samples, pitch documents, excerpts and other writing documents from games such as Bratz: Forever Diamondz, Pests, Food Finder and Call of Juarez. As is always the case when such gaming documents are presented, the lists of barks ("Great!" "Sweet" "Awesome!") are at once ridiculous and helpful to see in print, demonstrating quite a lot about the nature of game writing in their seeming redundancy.
Closing out the book is a list of author bios (there are 15, contributing to 16 chapters), including the likes of the aforementioned Richard Dansky (Ghost Recon, Splinter Cell), Chris Klug (Stargate Worlds, Earth & Beyond), Rhianna Pratchett (Heavenly Sword, Overlord), Anne Toole (The Witcher, Stargate Worlds) and Andrew Walsh (Harry Potter and the Order of the Phoenix). Notable is the fact that 7 out of the 15 authors are women; in a male-dominated industry, it would seem that in the realm of writing, at least, things are a bit more balanced.
In addition to being filled with useful information and tips, most of the chapters also feature one or more exercises at the end, providing readers (who are presumably also writers) with ways to test their skills in a practical manner using the techniques and theories discussed in each chapter. In some cases the Exercises are a bit lackluster and seem tacked on, but many are quite comprehensive and detailed; Dansky offers five such exercises which resemble nothing so much as a final exam from a college course on Script Doctoring. Alas, it seems doubtful that Professor Richard will be available to grade everyone 's work.
Professional Techniques is definitely a book by writers, for writers; even moreso than its predecessor. Insightful discussion of game writing issues is matched with many excellent examples and helpful exercises, and the whole piece is only very slightly marred by some odd chapter arrangement in the middle of the book. This arrangement places Chapter 5's coverage of Manuals and In-Game Help and Chapter 12's discussion of Tutorials further apart than seems logical, especially considering the wide range of topics covered in-between. However, this is truly nit-picking, and overall the book deserves top marks. Stylistically and informatively, it's at least on par with its elder cousin, and will serve as an excellent addition to the library of any game writer — current, or prospective. I highly recommend it.
You can purchase Professional Techniques for Video Game Writing from amazon.com. Slashdot welcomes readers' book reviews — to see your own review here, read the book review guidelines, then visit the submission page."
It's a matter of cutting cost and selling. You can see the same development in movies.
How do you sell a movie? The same way you sell games: By showing snippets. You show a few screenshots, a few moments of gameplay, maybe let the player download a demo that shows off how cool your game is.
A story is what makes a game entertaining for longer than the 15 minutes necessary to sell the game. Since that's not necessary to sell it, it's cut from the budget.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
Some tips gathered from experience.
Cut scenes are there for gamers to take a break. They are best placed directly after a boss fight or some other challenging piece of the game, and are best off done in the in game graphics and being no more than 3-5 minutes in length, with exceptions for perhaps one mid game and one ending sequence. The opening sequence should run between 15 and 90 seconds in length, and the player should be in complete control by that point, for at least the next 10 minutes. This is IMPORTANT. Tutorials are fine, but making me sit through 10-15 minutes of exposition is just lazy writing on your part. Start in media rens.
Cut scenes are to be used solely for character and plot development that is otherwise completely impossible to put anywhere else. They are not some kind of "reward", nor were they ever, except in some developers heads. Tell me where I'm going and why I need to go there, maybe get a bit of acting going on. Basically, I'm taking this opportunity to engross myself in a little and refill my drink, and generally relieve the tension from whatever it is I just completed. This does not mean I'm not paying attention. Frequently, I will be focused like a laser and if you've left any plot holes, they are going to stand out like gaping chasms. Your plot needs to be rock solid. Oh and less "deus ex machina" please. It physically hurts when you do that. Any plot affecting mechanics needs to have been introduced at least twice before you use it at a critical moment.
If the player is at any time not in control of the proceedings in some way, then you've basically taken the controller out of their hands for x number of minutes. If you feel too restricted by this, then learn to love in game voice overs/ radio calls and monologues, the kind where control is not taken away from the player. Think of the phone calls in GTA4. I personally can't get enough of these, so feel free to write in liberal dose. I wouldn't advocate a completely Half-life style of storytelling here, but it's not entirely a bad idea.
Please, do not feel obligated to include a love interest in the story. In fact, you're best off leaving it out. Chances are most people won't go for the girl/guy and if she or he is in fact the damsel/messer in distress, then player respect for this person will drop to zero pretty quickly, and your love interest line will become comical, irritating or probably both. Remember when Sheik turned into Princess Zelda? The exception to this would be if the interests was a "party member" e.g. Aeris/Tifa in FFVII. It works then... sometimes, but you are best off making it interactive a la Star Ocean 2.
Main characters... should always be a little dark. Players love to grief the NPCs from time to time. Being an Anti-Hero can be huge fun and very engaging if done right, e.g. Blood Omen. Main characters are also often best made silent observers, as in Zelda games, so that the player can best fill in their personality through their own actions, rather than having their actions in conflict with your prescripted ideals for the hero. If a character does have a striking personality, then you are best off making that a part of the gameplay itself, e.g. Devil May Cry 3.
Don't be afraid to make gameplay elements, and even technical aspects of the game engine, a part of your story, as in Medievil. "Realism" in games was a fad that ended some time ago, so feel free to make your own world as eccentric as you please. Not too eccentric (MGS2), but just eccentric enough (MGS3). Be aware that good gameplay can make up for a bad story, but no manner of story will ever make up for poor gameplay(Primal). Feel free to take inspiration from what may seem unfashionable sources (God of War), or even from some contemporary issues (Army of Two). Just don't get too ludacrious (Blacksite: Area 51).
Lastly, never, ever, EVER end a game with a "To Be Continued" screen or the equivilent (Digger T. Rock, Soul Reaver 2). Leaving the possibility of a sequel is fine, even encouraged. Bu
May the Maths Be with you!