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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 5 of 6 Next
 

Do you feel there's an inexorable march towards in-game storytelling or more tightly integrated storytelling in the medium?

RP: I don't think we'll be able to do the former until we really master the latter. And believe me, there'll be a lot of hard graft in doing that. But it has to happen. We have to get our hands dirty.



Apart from anything else, there's so much that can be done to just make the stories themselves more engaging and original, before we attempt to remove our training wheels completely. I love this industry with a fiery passion, but even I wish from time to time that developers would just step away from Hollywood's '80s action movie scrap heap and be a little bit braver with direction, theme and content.

I think using the player as a storytelling vehicle is something that will become very important to games narrative in the future. Right now it's unique to our medium, very powerful, and yet we've only just begun to scratch the surface.

The best game stories have always been created with a sense of partnership within the "white space" of the game world; the writer and the player(s). As the ever-eloquent Margaret Robertson puts it "It's not about putting more emotion in games; it's about putting more emotion in players."

Controlling and creating effective game/storytelling pacing is extremely difficult. What can you contribute from your end when working with the development team? What have you learned about the process?

RP: Games writers can be a complainy-pants bunch, sometimes, we really can, but there's a lot that we can do to make the process smoother from our side. Regular communication is at the heart of it and understanding that it's a two way street and everyone is learning from each other.

I know I've banged on about it, but integration really is the key. If you can work one-on-one with a level designer then together you can create a narrative that works across the board. This is much more desirable than forcing them to deal with a script that they've had no input into. If a designer feels that the script is working for the gameplay rather than against it, they are much more likely to protect it in the instances when a writer may not be able to. Like a sort of Narrative Deputy.

Games are collaborative and writers are often external contractors rather than team members. How does that affect the writer's control over the story's overall vision and the ability to craft compelling stories, given those constraints?

RP: It's probably very telling that the words "writer's control over the story's overall vision" seem a little strange and unfamiliar to me. On most projects writers are pretty far down the ladder, whether they're internal or external. The same could be said of other entertainment mediums, as well (aside from the more successful US TV writers) although sometimes it feels like the games industry has added on a few more bottom rungs, just for us. See? I said we were a complainy-pants bunch!

Ultimately, you are working as part of a team, so as a contracted writer or narrative designer you're not going to be the one making the final decisions. Having specific people responsible for the narrative of the game (and nothing else) is still fairly newish.

So unsurprisingly, the power that writers get is usually pretty limited (and often less than wider assumptions may suggest) simply because we're still feeling our way through the narrative-versus-gameplay minefield. So really it boils down to a question of input, rather than control.

Once again this really harks back to the way in which writers are integrated into the team and how seriously narrative is regarded. Things are getting better, but writers are still often underused and poorly managed. When it comes to games writing, it's not just how good you are, but how good you're allowed to be.

 
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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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