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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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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.
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.
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...
-Ed
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
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?