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Vital Game Narrative: A Conversation With Rhianna Pratchett
 
 
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  Vital Game Narrative: A Conversation With Rhianna Pratchett
by Christian Nutt [Design, Interview]
10 comments Share on Twitter Share on Facebook RSS
 
 
August 7, 2009 Article Start Previous Page 2 of 6 Next
 

The Overlord series is notable for its humorous approach. There's not a lot of (intentional) humor in games. What do you see as the barrier?

RP: I think the barrier comes about from not realizing that for humor in games to work well it needs to have a multilayered approach. For example, in Overlord the core gameplay and level design are inherently twisted and fun. I mean, you're an evil overlord with an army of sycophantic minions that rampage around the countryside, looting and pillaging at your command. What's not to love about that?



Plus you're also seeing the world from the baddy's point of view, which isn't one represented that often, making it inherently attractive. Look at how well something like Dexter has done (okay so he's sort of a bad guy and sort of isn't.) On top of that, we've always tried to make sure that the script and the gameplay are tightly woven and we use great voice actors who really "get" the spirit of the titles.

That's not to say being funny in the game-space (or in any space) is easy. Especially given that as a writer you don't really have complete control over the usual comedy tools, such as timing and context. Therefore you have to spend a lot of time working in-depth with designers at a micro-level to be able to compensate for that. It's quite an undertaking.

The games that I've personally found funny have all got this multilayered approach at heart. Particularly titles like Psychonauts, Destroy All Humans and Tales of Monkey Island (all the Monkey Island games, in fact.)

Certainly, working on the Overlord titles has made me realize how much gamers appreciate playing a game that makes them smile or laugh. Be it through a funny animation, or a line or a piece of gameplay. I don't want to get all Patch Adams about this, but comedy in general is often undervalued, yet it can be extremely powerful.


Overlord

The genre question: do different genres of game, in your opinion, lend themselves better to storytelling or is it all in the approach the designers take?

RP: Considering that you can tell a story in six words, as Hemingway illustrated with "For sale: baby shoes, never worn", I firmly believe that most genres can become powerful storytelling vehicles. Largely it is down to the narrative sensibilities of the team and how seriously narrative is taken within the game-space.

Obviously RPGs and adventure games lend themselves well to traditional and more linear story telling methods, as do the slightly slower paced action-adventure games. But it's important to keep in mind that there's no "one size fits all" here. Not even close to it. The way you tell a story in an FPS needs to be very different to the way you tell a story in an RTS or a platformer.

I've come to the conclusion (through trial and error, mainly) that the faster-paced the action is in the game the more you have to plan the narrative in advance and properly structure it into the level design. If you don't then it's much more likely that the pace and delivery of your story will fall completely out of line with your gameplay.

Unfortunately, it's often these types of games where the narrative is the last element to be addressed. But the longer it's left on the back burner, the narrower the options for story delivery become. Often you can be left with some very linear (and usually very expensive) options.

What do you think of the necessity of overlap between design and writing -- i.e. do you feel a tight integration for true gameplay-based storytelling is required, BioWare approaches it?

RP: Writers definitely need to be more integrated into the development process, whether that's working in-house or on a freelance basis. I've always had the best results when I've worked closely with the designers. I think the industry has generally accepted that having professional storytellers onboard is a good thing.

But working out what to do with them once you've got them is proving to be much more of an ongoing challenge. There are still a lot of misconceptions about writing, particularly in regards to how long it takes. I've certainly come across the underlying assumption that crafting a story should require the length of time it takes to flap your hands at a keyboard and just write words. Any words.

I don't believe that it's essential for writers (particularly if they're freelance) to be present in a studio all the time in order to produce good results. Technology has made the world a much smaller place and things like instant messengers, Skype, SVN, Fogbugz and wikis are a godsend. It's mainly a question of developing clear and consistent communications and resource sharing channels.

Besides, most of us need to dive back into our own personal writing burrow and roll around in muse juice, from time to time.

 
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Comments

Michael Blanchard
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Thanks for this article, Christian. I always love to read up on game writers and their perspective. Maybe one day I'll be on the other end of an article. :)



It was interesting to read about the different kinds of work, and levels, that go into writing for a game. I honestly had no idea that writers can sometimes be brought in after the mechanics of a game are fleshed out. I always thought the script came first. This was a very eye-opening piece.

Tom Newman
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Very eye opening indeed, and explains why many game's narratives seem like an afterthought. I still feel CG is the absolute laziest way of driving a narrative, and has nothing to do with gameplay. I can't think of one game where I wouldn't rather have the narrative built into the gameplay itself.

John Mawhorter
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"Often games seem to have an odd disconnect between the player character and the action which they're performing. So I often try to start with the central premises of the gameplay and work out what kind of character would be engaging in such activities, where would they have come from, what might have happened to them and what impact would that have on their mental state."



This is my favorite quote and one of the reasons I argue so strongly against the game-cinematic disconnect that often happens (I would argue as a result of not being able to make gameplay itself narrative enough).



Wonderful article all around and good interview questions. It basically is the ultimate game writer interview in that it sums up nearly every other interview I've read but having better responses.

jin choung
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she should dump chris brown.

Maurício Gomes
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I don't think that cut-scenes are bad idea... Specially when you are limited somehow...



I am for example doing a game that is viewed from top-down and the screen can't scroll in any way, and also no characters can be added after the round started... There are no way to make a in-game cut-scene there...



Also people forget that some actual "gameplay cut-scenes" are not gameplay at all, Half-Life series has some of it, like being inside the tram on the first game, you can walk around, jump and whatnot, but you can not skip it, don't see it, or make it happen in other way, it happens no matter what, and you watch (from diffrent angles maybe, you are still watching).



But that does not mean that in-game cut-scenes suck... Cinematic platformers for example are awesome, I still think that Mechner should get some award for inventing them...

Edward Kuehnel
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HI RHIANNA WHAT ARE YOU DOING RIGHT NOW I AM EATING A SANDWHICH



-Ed

Maurício Gomes
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WHUT?

Rob Schatz
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First, I disagree with Rhianna on the issue of "sameness" in character development. Yes, they have their differences, but if any indication of human history and how we tell our stories is correct, then it's far more similar and less so than we think. I'm sure everyone here has read Vogler's "The Writer's Journey" as well as "Mask Of A Thousand Faces" by Joseph Campbell and how there are archetypes that, while, they have different names and costumes, are nearly identical. Take a look at the stories in various cultures around the world and you'll see what I'm talking about.



I do agree with Rhianna regarding using cut-scenes (or as they were called in the days of the NES, "cinema scenes"). One genre that does this wonderfully is the graphic-novel style game. Cut-scenes are built into how the story gets told. Without them, it's just a graphic novel. Let's take Max Payne, which I believe to be the gold standard (kudos Remedy!). The story progresses in chapters (don't they all?) and they way it gets from one to the next is through cut-scenes with comic book-style panes, and the word bubbles are read by the voice actor(s).



All in all, I think graphic novels get a bad rap as "not real literature," but to those who would make such a claim I say look at the Watchmen's Hugo Award. :) I'm also developing a graphic novel-style game and have researched player motivations in depth, which I write about in my blog here:

http://www.missingbullet.wordpress.com



Thanks for reading.

---Rob Schatz

Michael Blanchard
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I agree with Tom. Narratives should happen while the game is being played. A great example of this is the first 2 Thief games, where over half the game's narrative and storytelling happened while you were actively sneaking around.

Maurício Gomes
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@Michael



But doing that require a specific gameplay.... If we decide to never use cut-scenes, some genres will get stuck or without story or not made...



How do you place story in a racing game? One on one fighting game? Vertical scrolling shooter? Tetris-like games?


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