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  Redefining Game Narrative: Ubisoft's Patrick Redding On Far Cry 2
by Chris Remo, Brandon Sheffield [Design, Interview]
11 comments Share on Twitter Share on Facebook RSS
 
 
July 18, 2008 Article Start Previous Page 6 of 7 Next
 

BS: I feel like writers are always writing to specific points they're trying to get to. But whether they create them, or whether it's created in concert with someone else, it's a different thing. But I think in a way it's better to have this kind of different scenario that you're talking about because, in that way, at least if the writer cares, they're involved in creating the game. They don't think, "I'm going to write my story, and you're going to lay it on top." It's not like icing; it's like flour. It's part of the cake.

PR: That's a good way of looking at it. Yeah, I know, and I 100% agree, and I think there's a couple of things that have to change, not only in terms of how we, as developers commit resources and prioritize story, but also in terms of how writers make themselves available to work on projects.



Okay, Susan is a great example. She's a contract writer. She's incredibly prolific. She is in amazing amount of demand. She's an award-winning writer that everybody wants working on their project. And for her, she has zero incentive to be a staff writer, because why would she? It's less lucrative, she gets to work on fewer types of projects, it's much more restrictive, she doesn't get the freedom to take time off if she wants to and work on other things. Like, having worked as a freelancer on my own, I know exactly why she would choose to go down that path.

Speaking as a narrative designer, in my fantasy world, what I have is a room full of writers that are on full-time. You know what I mean? And literally, I bring them in at the beginning of the project, and I release them when we go gold master.

Now, I don't... there's probably no producer on earth who would be willing to pay for that, outside of maybe the guys at BioWare, but even then it's because their approach toward story isn't the same as the approach that I would take. They're really about generating this encyclopedic quantity of dialog and trees, and kind of allowing the player to make their way through that. And they make a serious investment in that.

And I think that what we need are the writers that are willing to start out at the very, very beginning, become very literate in the game systems, like really procedurally literate, and therefore have a kind of innate understanding of the types of dialog, and a style of writing, that they need to be delivering in order for it to work in that pipeline. And I really think it puts an enormous amount of pressure on writers to be very adaptable and very flexible in their approach, but I think we're going to start to generate a generation of writers that have been brought up thinking about it that way, right?

CR: So one of the things that I can see as a long-term evolution... when you look at novels, obviously the person who writes the novel is the complete author, one hundred percent. You go to films - their screenwriter has a huge impact on the creative end, but everyone refers to it as the director's film. And that means the writing is in service of what the director's doing.

It seems like what you're describing is almost going one step further than that, and saying you've got the creative director, you've got whatever you have on the game. Games are different. They're more collaborative than a film, but the idea is the writing even, again, without being derogatory, takes another step back and becomes even more embedded into the overall fabric of the end result.

PR: Yeah, I see what you're saying, and my response to that is it might seem paradoxical, but I believe that the more that writers are implicated in the on-the-floor production process, the more they become part of that larger symbiotic sharing of disciplines, and knowledge, and considerations, and expertise that I think most game developers are familiar with.

I don't happen to buy into the auteur theory of game design. I just don't believe in it. I think our medium... it's an interactive medium, and also a medium that demands the input of so many disciplines, and so many different areas of expertise, I expect that our art director, and our lead tester, and a junior level animator, and the head of AI programming are going to have just as much impact on the way the story unfolds in the game as I do. I really believe that.

And I think that, as writers who are on the floor, who can walk over and have a conversation with a level designer, and help the level designer put into context all the challenges and things that they're trying to put in, all the game play they're trying to integrate into their maps, suddenly the writer has a much bigger impact than they would if they were like, "Oh hey, I'm just the guy who works on the story."

I think that by trying to sequester yourself in that kind of story box, that little, "No, I'll be in my scriptorium working on the storyline," I think that that is what isolates writers, and tends to kind of marginalize their input into the game.

I think that writers that are brought in and function much the way that every other developer in the game production works, who take an interest in all these others aspects of it, are going to find that they're contribution becomes that much greater. It just might not happen in exactly the way they thought it would. You know what I mean? I think it could be just much more layered. As you say, they could be the flour, as opposed to the frosting.

BS: Writers are often, in a way, kind of like the enemy of the team in many contexts, in the traditional structure, because they're writing something, and somebody's got to compromise. And so there's conflict there. It's kind of like trying to be the continuity director in a film, because you're like, "No, but in the last scene it was like this," and the director's like, "Don't care. Doesn't matter."

It's good to have them integrated, because then they are part of the team. They're not the enemy anymore. And taking your auteur thing to probably an extreme where you didn't want it to go, but do you then think that BioShock could have been made without Ken Levine, or Super Mario Galaxy could have been made without Miyamoto, or whatever?

PR: No. I mean, I don't know. I still think, yeah, there's always going to be exceptions, and it's hard. At the risk of pointing at specific... because the problem is like, it's friendly for me to point to those guys and say, "Well, those guys are exceptional. You can't make Spore without Will Wright." Yeah, that's the easy, low-hanging fruit. What I don't want to then have to turn around and do and say is, "Yeah, but look at so-and-so who tried to be an auteur, and how badly it failed." Right?

BS: See, well, the thing is, some people are auteurs, and some people aren't. We don't fire people in this industry, so people can just work their way up and be in charge of a project, even if they suck.

PR: Yeah, but I think it's a cultural thing, though, within the developer. I think that people who are accustomed to thinking of what we do as a subcategory of software development will tend to quickly neutralize people's ambitions at being the next Steven Spielberg of game development. I think that they'll say, "Look, dude, that's cool. It's nice to have a vision. It's good to be ambitious. It's great that you want to be a lead designer, or a creative director."

But I think Clint put it very, very well. His job is not to take credit for the parts of the game that are good. His job is to take the blame for the parts of the game that are bad. Because ultimately he's the guy that's got to sit there as big strips of the game are being de-scoped, and make sure that what's left is still true to the vision of the game, and is still going to feel like that game to the player. Right? He's got to hold that experience, that model of that experience, in his head. To me that's very different from an auteur, who's kind of coming in and occasionally micromanaging every detail as required.

BS: I think we have different definitions of what an auteur is.

PR: Maybe so, but I also believe that no matter what, it's still software development. If I'm a film director, just to use that example, like, if I'm Stanley Kubrick, I can say, "I don't need any fucking storyboards. I'm going to sit here for eight hours if I have to with my viewfinder until I find the shot I want.

And then after that? I'm going into my trailer and retyping the script." And getting twenty takes of my actors, or whatever. Right? I don't think in game development that's even an option. I think people have tried to work that way, and I think unless you have unlimited amounts of money to sort of placate people, I don't think it's possible. I just don't.

 
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Comments

Lee Sheldon
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"PR: Yeah. I guess even I, when we went to GDC, and Clint was there, and John was talking about the repetitious stuff on his side. I did my talk about narrative design. We were kind of shocked, honestly, that... personally, I would have expected that by now, at this stage that we're at, in this generation, that there would be a whole schwack of other people all solving the same problem, kind of at the same time.



And I fully - given the number of talks on narrative that were happening - I fully expected to have somebody show up and go, "Hey, look what we did." And totally just render moot everything we've been working on. And it never really happened."



I didn't attend that talk, but I've been working on modular and systemic storytelling since 1995. I taught it for six years at one-day tutorials at GDC beginning in 1997, and continue to present it at conferences today. My book, Character Development and Storytelling in Games, published in 2004, goes into detail on how to create stories in the way Mr. Redding describes.



In the beginning I was told by people who thought stories must be linear and strictly authorial that games and stories didn't mix. Then when I started talking about modular storytelling, I was told it wouldn't work. Then I was told okay, maybe it would work, but it was too hard. Now that I've moved my systemic storytelling to virtual worlds, I'm told that narrative-driven virtual worlds won't work, especially worlds with on-going stories. We're building one now.



And for the past two years at Indiana University I have been teaching the techniques Mr. Redding describes, and other skills, to the next generation of videogame and virtual world storytellers. They get it.



The next step is to convince the majority of game companies that hiring 70% programmers , 30% artists, and 0% writers may not be the best way to build games that transcend, challenge, and inspire.



"The sense that we must push the medium toward a form of interactive narrative that is as strong and vital as the innovations in other areas of gameplay and technology has taken hold with many creators."



I guess my reaction is: "It's about time."

John Mawhorter
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I've read and own Lee's book (it's great) and largely agree that modular storytelling is the way to go in games. At the same time I see the point of those who look at the bottom line and can't justify the expense required. If they're delivering a good linear story than good for them (see Half-Life series) and linear storytelling has its place in games. My frustration with games is in waiting for the technology to be there, like PR says, so I can write the whole game myself. I don't feel I have a giant ego, but I want to see my visions realized on an artistic, design, and writing standpoint that I have as much control over as possible. This is one of the many reasons I dread my planned entry into the games industry; I don't think my creativity will be put to full use. Collaboration can be immensely helpful but also a source of constant frustration (frustration is my current feeling). The main hurdles for storytelling to me are technological. It is very difficult to generate a modular story as compelling as a guided one without a thousand monkeys at a thousand typewriters generating possible content (the 10% of the game gets seen approach). PR's solution seems like an interesting one and we'll see if it can generate compelling player-directed narratives.

Steve Austin
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John,



Even with modular storytelling you'll probably get a better experience by letting a group of people drive the creative process, and just acting as a guiding force to this group (creative director?). You might be pleasantly surprised to find that many of the programmers and artists have very good insight into what makes a great game play experience, what constitutes a great story, and in general, what interesting characters are all about.



By the way, I should mention, I'm one of those 70% programmers you mentioned, and yes, I often feel like my creativity is not being put to its full use. :-)

Lee Sheldon
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John didn't mention the percentages. I did.



"You might be pleasantly surprised to find that many of the programmers and artists have very good insight into what makes a great game play experience, what constitutes a great story, and in general, what interesting characters are all about."



They'd better be able to do more than have insight. They'd better be able to write, too.



My point was that the practice of creating a game development team composed of 70% programmers and 30% artists guarantees you aren't going to have any dedicated writers around.



I have several friends who are equally good at programming and writing, but it takes more than insight. I have insight into the jobs programmers and artists do on my games, but nobody in their right mind would hire me to code or draw.



I guarantee the actors at the Globe Theatre had insight in all of those things. Only one of them was Shakespeare.



And those aren't my percentages. Those were given publicly at a conference I attended in June by a senior HR person who works for a huge game publisher.

Stephen Dinehart
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This is a great piece, it's nice to hear about Narrative Design from the trenches; thanks Patrick et. all. I wonder sometimes how much the use of abstract narrative models really helps us. I love to talk about them, but recently there was a lengthy rant on the IGDA WSIG about branching dialog systems that just about made me want to vomit. Some people seemed terribly convinced of how vital they are (clearly Zork and D&D pic-a-path novels are still a hit). Some tried to argue for sake of replayability they are vital, but between the number of people that finish a game and the number of people that replay it, I really doubt we are even talking about 25% of our audience. What it really comes down to is the UX, what does the Viewer/User/Player (VUP) feel when they are done, what is their story? It is there that the game story is alive, in cognition, in the VUP's mind.



I look forward to playing Far Cry 2 and witnessing the degree to which it drives me to emote. While working on "COH Opposing Fronts" I was able to do some user testing in relation to narrative and it proved very helpful, though in post. I imagine more robust narrative related user-testing during production would be tremendously valuable, to understand just what a particular narrative element, narreme, is conveying to the VUP and how that narreme might be improved to encourage concinnity with the intended metanarrative.

Kirk Battle
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That was epic.



Speaking just as a lowly critic, the way I think of these kinds of games is that they are a series of inter-operating vignettes. Moments or scenes that are created by a writer are activated based on the actions allowed by the game design and given meaning by the art and speech.



In other words, the writer doesn't create events. He creates reactions.

Stephen Dinehart
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Mr Jeffries... nice reduction; very nice... :)

Sande Chen
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I remember Lee Sheldon's session at GDC where he talked about modular storytelling. It was several years before his book was published. It made quite an impact on me.



I too echo Stephen Dinehart's remarks that it's nice to hear from a narrative designer in the trenches. It's always a good thing to hear about the work of game writers who "get" games.



As freelancers, Anne Toole and I are lucky that Writers Cabal does get the chance to work with developers at the earliest stages of game development.

Lou Hayt
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The modular story approach sounds very good but unfortunately it is pretty vague, especially if the atoms of the systems might be a piece of animation, sound or other type of asset. This level of granularity seems overwhelming. Since all stories are told through the human eye it is common that a cast of characters and their state form the context of a specific point in an emerging story line... manipulating that data drives the story. Places, social groups and other elements of a good story are only worth monitoring on the story-telling level if they have "character". Based on that I would steer towards using characters as the atomic unit for a dynamic narrative engine.

Sande Chen
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Lou, for modular storytelling, it's good to think about each individual segment as an atom. It is a structure.



If you have a bad day, there are any number of events that could make it a bad day.



You can go through these even in any order and still have a bad day.



You could even have the same dramatic "This is the last straw -- worst day ever" moment regardless of which event happened last.

Aubrey Hesselgren
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Excellent interview. It's great that this approach is finally getting some traction in a mainstream title.



The theories behind it have essentially already been in a lot of games, but those games have described them in a far more abstract way... Civilization, Total War and X-Com (as mentioned), feel more like emergent, player owned sets of events than guided narrative. Those games have never represented themselves as if they're *trying* to tell a story, and so they aren't landed with the criticisms that most conventional literary figures point at game narrative.



Instead, they create something *new* - a medium unto itself. A player's generated story is not necessarily going to be Dickens every time, sure, but the important fact is, it belongs and responds to them. That creates a completely different relationship with the audience. They're not an unpaid actor in a scripted world anymore. They're being listened to, responded to. While designers still have the "hands off" control through systemic design, the players forge their own path through possibility. I think that that, alone makes it a unique medium worth pursuing. We're growing up as a medium, and realizing that this whole interactive storytelling thing is NOT about self consciously, cow-towingly trying to make a perfect generative Dickens with every play-through, or trying to ape narrative conventions of fixed storytelling in order to justify the endeavor. We're discovering that we're making something brand new - something different from what the movement set out to create.



FPS game productions have typically had to be more focussed on their own core gameplay - the moving and the shooting. So much focus is required just to get those fundamentals right that higher level things suffer. Focus on the higher level things instead, and you get pretty clunky core gameplay (I'm a deus ex fan, obviously, but seriously... its combat is not what you'd call "fun").



Because of this deep focus required, the scope for adding this extra layer of *deep*, granular narrative interactivity on top of an FPS is rare, to say the least. It requires a lot of guts to back, from the money men all the way down to the devs in the trenches. I salute you!



I'm so glad we're over the notion of Branching Plot structures being the be-all and end all of interactive narrative, by the way.


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