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Moving to specifics a bit, the character of
Kai in Heavenly Sword is unconventional and eccentric -- a lot of that
is conveyed through her animation and character design as well as her dialogue.
Can you talk about that interplay?
RP: Kai's
visuals came first and then it was all about breathing life and motion into her
avatar. We wanted her to be quite feline and playful in her movements as a
contrast to the heavy brutality going on around her and her subsequent
detachment from it all. That's also a sense that she may be cavorting with, or
even speaking directly to, something that can only be seen by her.
It's
always tricky when you're dealing with a younger character (although Kai's
mental state is a fair bit younger than her physical state) that they don't
become annoying. There's a fine line between cute and weird and just plain
irritating. I think it actually helped us that we didn't use a child actor to
play her. Given that she's actually pretty violent, it could have been...
complicated.
Kai
was probably the most challenging role in the game and consequently I spent
quite a while talking to Lydia Basksh (the actress who both voiced and acted
Kai) about the character, her past and her journey during the game.
Lydia was able to
capture Kai's layers brilliantly; her resilience, determination to hold onto
lost innocence and her sheer devotion to her adopted sister, Nariko. I've
always maintained that in some ways Heavenly
Sword is a love story. It's just not a love story about a boy and girl, but
one about sibling love.

Heavenly Sword
And can you talk about the storytelling
functions of characters that are left-of center in game stories?
RP: What I think worked well for Heavenly Sword was that from a narrative point of view, we didn't
waste characters. We had a small cast but they were all tightly wound into each
other's lives. One of the themes of the game was about the sometimes screwed-up
nature of familial relationships. Initially it was demonstrated through Nariko's
relationship with Shen, as both daughter/father and student/teacher, and her
bond with Kai.
It's then reflected and distorted in
Bohan's volatile (and equally problematic) relationship with his son Roach and
the childish machinations of his generals, Whiptail and Flying Fox. In Whiptail's
case she is instrumental in sending the relationship between Nariko and Shen
spinning out of control, tearing the two characters apart, whilst Flying Fox is
a predominant player in Kai's story.
I think NPCs (although Kai was a lot more
than that) can be vitally important for highlighting story themes and important
traits in both protagonists and antagonists. They really are the narrative
pillars of a game world.
You
talk about having a small but relevant cast in Heavenly Sword. Ken Levine spoke about chopping out many NPCs in BioShock and consolidating the roles of
several into one character. But many games have sprawling casts of NPCs -- many
disposable or essentially interchangeable. What do you think about approaching
the issue of character in games?
RP: It's a difficult one. Primarily because the function
an NPC provides can vary from game to game, genre to genre. Nevertheless, good
characters linger. Players latch onto them much more than developers perhaps
realize, and therefore much more attention needs to be paid to their creation.
In all honesty I haven't been able to do
everything I wanted with every single character I've worked on. You don't always
get that kind of freedom as a contractor, and quite often you still have to
fight tooth and nail for it when you're on the inside. However, the ones I
think that have been most successful (in terms of player feedback) have had
strong themes resonating right through to their personality traits and quirks. Almost
to the extent of being somewhat larger than life -- there's not always room for
much character subtlety in the game-space.
In the case of Heavenly Sword, I think that allowing the player to actually
participate in several of the characters' emotional journeys helped create that
elusive player-to-character bond. Too often characters can become, as you say,
interchangeable and nothing more than talking parts of the level design.
Really,
the solution is to properly anchor your characters in the game world and
elevate them from whatever role they may be performing as a gameplay signpost
or walking tutorial etc. Be it to illustrate a facet of the world, a
relationship dynamic, a mirror on the protagonist or whatever. Your characters
are the pillars of your story, so make each one count.
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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?