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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 4 of 6 Next
 

A lot of complaint is made about cinematic experiences -- i.e. cutscenes -- in storytelling but some developers continuously show them to be effective. What's your take?

RP: There's no denying that given the fan-base of games like the Metal Gear Solid and Final Fantasy series, many gamers enjoy cutscenes, even incredibly loquacious and lengthy ones.



Whilst, personally, I'd rather a game wasn't turned into a wannabe movie, I believe there's still a place for artfully crafted, well timed and smartly paced cutscenes. Granted, the games that manage to do all three are fairly rare. Putting interactivity aside for a moment, there's still a lot we can do to improve our linear storytelling. There are exceptions (there always are) but our strength in this regard is by no means across the board. It is improving though, title by title.

Cutscenes are still an important tool in our narrative toolbox, and we shouldn't throw out the hammer just because we keep hitting our thumb with it. We just have to learn how to wield it a little better.

Cutscenes vs. direct during-gameplay storytelling -- is one more or less effective in your eyes? Can they coexist in the same game?

RP: They can coexist in the same game just fine. Most of the titles I've worked on have used a blend of narrative delivery techniques. The Overlord games use a lot of on-the-fly ambient and directional dialogue, as well as cutscenes.

However, more interactive cutscenes or, what I'd personally like to see, more context for limited/locked view points (like being frozen in ice in BioShock's Fort Frolic, or being held on the metal Citadel transport pods in Half-Life 2) is eminently desirable. But there are two problems inherent in that (actually there are probably loads, but these two shout the loudest to me.)

The first is, as I mentioned earlier, that interactive narrative has to be supported by a game's core level design structure. It can't just be slotted in. Developers need to adopt the mindset of thinking about narrative right at the start of a project. I think we're still a little way off from that.

The second issue is that there's simply no one-size-fits-all solution to this. Whilst BioShock, Portal and Half-Life 2 made undeniable progress in game storytelling, the interactive elements were composed in relatively small, closed-off and controlled spaces (again, with level design playing a large part.) This would certainly be hard to replicate in something like a large, open world RPG with lots of exterior locations, or a traditional strategy/adventure game.

I'm not denying that these are important steps, but they're still quite small ones, and not an instant and all-encompassing solution to the interactive versus non-interactive debate. However, I do think the ways in which the aforementioned games showcased the power of visual storytelling, in particular, has something to teach the industry as a whole.

What techniques have you taken from storytelling in other media? What can't you take?

RP: Well I guess we're back to the Frankenstein metaphor again. It really is a little bit of this and a little bit of that. The central components of good, structure, plotting and characterization are essential, but given the nature of the medium you need to constantly revise your techniques to fit with the titles you're dealing with.

I'd say that games share more in common with writing for TV than they do with writing for film. Each involves turning scenes and bringing out characters in a relatively small space with limited resources. At the same time I think there's a kinship between writing for games and writing for the stage. Particularly in the way that audiences engage with characters. The difference being that in games you're pulled out of your seat and straight through the fourth wall.

For me one of the most useful things to keep in mind when creating stories (and particularly characters) is the F. Scott Fitzgerald quote "action is character." Whilst this is important for all storytelling mediums, I think it takes on a unique significance with games where action is such a tangible and often very visceral component.

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.


Mirror's Edge

For example, in Heavenly Sword, how would being a skilled (and somewhat bloodthirsty) warrior impact on Nariko's ability to be a normal, emotional human being? What would push Faith (Mirror's Edge) to throw her body through so much physical exertion and yet appear to have disengaging her empathy for what's going on around her?

 
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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?


none
 
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