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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 6 of 6
 

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.

 
Article Start Previous Page 6 of 6
 
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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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