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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 3 of 6 Next
 

How closely do you work with teams -- do you turn in scripts, or do you go to studios and work in-house? Can you contrast the different approaches you've taken on different projects?

RP: I actually loathe the whole "first draft, second draft, third draft and you're done" approach. It seems to be a Hollywood hangover. Writing is rewriting, and nowhere has that been more the case than with games. It's a hugely iterative process. You have to be flexible and roll with the rest of the development cycle.



From personal experience, I do believe that it's also extremely beneficial for the writer to be included in the recording process. Not only do they know the context of every single line (or should) but they can provide an essential level of context and character depth that actors thrive on.

I've often provided studio support on my games and I was the lead voice director on Overlord I and Overlord II (assisted by the fantastic Dan Gardner and Tim Bartlett of the Audio Guys.) It was great to be involved at that level and it's something that more writers should push for -- at the very least in a support capacity.

I think as a director I'm probably pretty demanding because I've got so much invested in the lines and characters. Plus, I've usually been up until the wee small hours prepping the scripts and casting every last minor character... so picky and over-caffeinated!

These days I find myself collecting voice actors. Marc Silk (who plays Gnarl in the Overlord games) has been a fantastic find as well as a good friend, whilst Jules de Jongh not only voiced Faith in Mirror's Edge but also put her vocal talents behind Lil' Red and Doris in Overlord: Dark Legend as well as Mistress Juno in Overlord II.

Ultimately, when you're recording something like the Overlord games it can be tremendously good fun. Marc, Dan and I have even developed our own directing language. "Gravel Police" = "Rasp your voice more", "Less windmill" = "Make it less cute", "More Scooby" = "Vary the pitch", and "They've got a loaf on" = "That person isn't happy" (mainly based on Dan's fondness for bread-making.) When you've been working together for three years, this is just the kind of stuff that happens.

How collaborative have your scripts been with the teams, and how collaborative do you want the process to be?

RP: The Overlord games, both with Triumph and with Climax, have been pretty collaborative and I worked very closely with the level and audio designers. This meant that the needs of the narrative and the needs of the gameplay could coexist in relative harmony. It was a similar deal on Heavenly Sword, although as it was an extremely narrative-led game, the levels were mainly shaped around the story, rather than the other way around.

This hasn't always been the case on other projects. Sometimes I haven't even got to see the game I'm working on and I'm pretty sure that most members of the team couldn't pick me out of a line-up. I think this is symptomatic of the industry-wide problem I mentioned earlier; namely that companies don't often know how to fit a writer or narrative designer into a team and therefore have a tendency to keep them at arm's length.

However, I think that narrative professionals have to take the lead in breaking themselves out of that bubble and pushing for better integration. Everyone is learning, here. We're all on the same side.

At what point in production do you come into the picture typically? At which point do you wish to become involved?

RP: The short answer is "the sooner the better." But it doesn't always happen that way. A few times I've been lucky enough to be brought in between one year to 14 months before the project ships. But even then, it can still be not early enough, especially if all the levels have been designed. If I can't be there right at the start, then I like to get involved about six months into a project. That's usually when the core mechanics are in place and there are a few level ideas to work from, but the structure isn't set in stone.

As importantly, at what point in production do you exit the process, and again, at which point would you prefer to do so?

RP: It's not quite a "from my cold dead hands" deal, but I try to make myself available right up to the last full text lock and often beyond. After the main script is written, recorded and in place I'll usually move on to addressing any non-VO quest text, system text, chapter names, additions to the manual, marketing copy and basically pretty much anything that involves words.

It's also important for the writer to be involved if any narrative surgery has to be performed on a project. No one relishes chopping fingers or even whole arms off of their narrative babies, but I firmly believe that the writer is the best person to wield the scalpel and stitch up the wounds. No one needs a story bleeding all over the place, least of all the person who created it. Regrettably I haven't always been given the opportunity; sometimes the industry can be pretty brutal towards narrative. You learn from it and move on.

 
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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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