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  Upping The Craft: Susan O'Connor On Games Writing
by Christian Nutt [Design, Interview]
11 comments Share on Twitter Share on Facebook RSS
 
 
November 20, 2009 Article Start Page 1 of 6 Next
 

Veteran video game writer Susan O'Connor believes that there's a lot of room to improve the writing in games -- and she would know; she's been involved in many of the top projects in the industry, from both commercial success and narrative quality standpoints.

Epic's Gears of War takes (some perhaps deserved) dings for its storytelling, but Ubisoft Montreal's Far Cry 2, on the other hand, was experimental and deeply considered from a narrative standpoint -- and O'Connor worked on both games, as well as titles like 2K Boston/Australia's BioShock, which she won a Game Developers Choice Awards for co-writing in 2008.



In this interview with O'Connor , Gamasutra had a chance to discuss not just the intricacies of what game narrative is capable of, but exactly how development studios should handle working with a writer. What is the best possible process for delivering story that enhances the gameplay experience rather than simply interrupting it?

The following in-depth discussion considers both narrative "tricks" to engage the player, alongside the philosophy and craft of storytelling. It's intended to help spark some discussion of precisely what games and developers can, should, and will be doing in the future with regard to game narrative.

How did you get into games writing originally?

Susan O'Connor: Well, it was really through the back door. When I started I knew that I wanted to be -- the goal was -- to get a job being paid to be a writer. I knew from the age of four that I wanted to be a writer. Then I was like, "I don't understand how writers get paid. I can't connect the dots here." It was really confusing to me.

So, I started talking to people in all different areas and tried to decide if should relocate to Los Angeles or New York. What kind of writing? Playwriting? Do I want to do screenwriting? Television? Do I want to write haiku? Do I want to write crap like on the back of cereal boxes? It was like everything was on the table.

Then, I met somebody who worked at a studio here in [Austin] who made kids' games. At the time, just coincidentally, they were making a slumber party game for girls. There are these four little girl avatars that were on screen jibber-jabbering the whole time. So, they had this immense need for writing, which they never did for kids' games.

I was qualified because, A, I'm a girl, B, I'd been to slumber parties. I was an expert in this area. So, that's how I got started. There was so much work that needed to be done that they hired me on. I was like a writer/producer.

I did that for a few years. We're talking six to eight month production cycles, really for kiddos, really simple stuff. But it was great because it was a chance to make a lot of mistakes without a lot of people noticing. Kids are a very forgiving audience. You can screw up, and they don't get on the internet and go berserk [laughs], not when they're five.

It was really good. None of us had any experience making games. All the designers had architecture degrees. I had an art history and English degree. Nobody knew anything. We were all just a bunch of doofuses. There were experienced people at the time who worked in games, but we certainly weren't any of them. So, it was really fun.

It felt like college again, just sort of banging around and making a mess and learning some things and kind of getting some things done. [laughs] They're not award winning stuff, but in a way it was some of the best times I've had in games because it was really fun. I liked that. Anyway, that is how I got started.


Gears of War

Obviously all games have text in them, but there is still a sort of lag on the importance of having a dedicated writer in games, as a role. How do you get studios to take it seriously?

SO: Well, I think that it's tricky. In a way the pressure is on the writer to articulate what it is that they do. In a way one, of the problems can be that you treat it like a black art. I'm just going to go into a room and shut the door. Six months later I'm going to open the door and, "Wham! Check it out! Here is a story."

I think that it really helps if you can talk to people who aren't writers about the writing process in a way that not only do they understand, but it interests them. That is, I think, a huge barrier to appreciating it.

It's really analogous to design. It also sort of gets pulled out of the ether, but there are enough designers in this industry that there is an acknowledgement that that is a craft worth practicing. There are not many writers in the industry, so we don't get that sense of legitimacy.

You can look around and say, "Well, there are 47 million designers. There must be something to this design stuff." It's not just that you are making up stuff. There is actually a methodology.

There is one for writing, as well. It's a bit softer than design. You're trying to work more on the right side of the brain than the left, but I think it really helps if you can work with teams and help every step of the way articulating what it is that you do and how it can help them. How you can take what they're doing and run it through this writing prism.

Usually, what tends to happen is that at the end of games, they say, "Gosh, we wish we'd hired writers sooner." Yes! That is correct! But that is starting to get better. The game I just finished, I came on at the last minute, which is rough. But the game I am about to start, I am coming on at the very beginning. So, that is really starting to change.

I guess your question was, "How do you make that transition?" I think that anyone who writes anything good helps other people. It just helps me as a writer if someone else writes a great game. Look, they did it. How did they do it? Well, they spent a long time on that project.

Valve's got a great process. They run through it. They iterate like crazy on stuff. They throw stuff away when it doesn't work. They find ways to rapidly prototype. I think everything else in games gets iterated a gazillion bazillion times. When I look at these poor level designers and how much of their work gets thrown away, it's heartbreaking. But, it's what you have to do to get a piece of art finished.

It's the same with writing. Once people make that connection, "Oh, good stuff takes time. If I want the writing to be good, I'll have to invest some time in it."

 
Article Start Page 1 of 6 Next
 
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Comments

Glenn Storm
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I was glued to my screen from the start of the interview. This was eavesdropping on a wonderful conversation on topics I truly care about. I'm mildly stunned and wonderfully so. Thank you very much.



This focus on the perspective from the writer who's been through productions in various capacities has highlighted for me just how close design and writing are in terms of how the craft can be perceived, how they fit in development, how they work, how they work together; the goals, the details, the experimentation, the risks and "Wow"s. The deep accounts of working with the designers mentioned in the piece is very compelling. I know (from GDC talks) how fast and fascinating the conversation goes when Clint Hocking or Patrick Redding are talking; so the idea of them together sounds like it would be an amazing process to be involved in.



Bringing up the use for a dedicated Narrative Designer, a go-between for the writing and design staff, is important and I think the merits of that tactic are well outlined in this interview. In creative collaborative efforts, the goals are not only to maximize the individual's contribution, but to find the ways in which the collective effort and cooperation between individual contributions can become greater than the sum of its parts. (a.k.a., 'Multiply', if I can pre-borrow the term from a friend) This position in the development team is clearly aimed at doing just that.



The other topics that ran through this interview really hit at those things I'm currently thinking about; from process, to product, to the details of the craft of storytelling and how that applies to our medium.



Wow, I don't think I can take all this in just yet, but I do know this has been an excellent feature interview. Bookmarked.

Meredith Katz
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Amazing, amazing interview. Like Glenn, I'm going to be revisiting this a lot.

Mike Lopez
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Anyone who is interested in getting an external writer for their project take Susan's lessons to heart and definitely bring the writer(s) on early and allow them to iterate with the designers as much as possible. The results will be significantly better than if you just try to shoehorn some story/dialogue into an existing set of missions and narrative-forgotten structure.



I have seen Susan speak a few times at GDC and know a few design professionals who have worked with her and I have a tremendous amount of respect for her. She has gone many an extra mile into learning how games are designed, structured and made and is not just interested in doing a quick and dirty screenplay like many of her Hollywood counterparts who delve into games a bit. Furthermore she seems to genuinely be interested in pushing the boundaries of narrative, integrating more interesting design/narrative structures and moving to educate other writers, designers, producers and publishing execs on how better, more meaningful narratives can be created when the writer works closely with the designers and the whole team for much of the project. Kudos to her and I hope to have an opportunity to work with her in the future.

Andrew Vestal
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The game industry's "Memento" would probably be Andrew Plotkin's Spider and Web (http://en.wikipedia.org/wiki/Spider_and_web), a game where player actions (a cold war spy infiltrating a foreign base) are interpreted as a story you're reconstructing, under captured duress, for an interrogator. The interrogator argues with you over what actually happened, and you must provide the game with a plausible explanation that what you are doing (or rather, have done) gels with the interrogator's understanding and perception of events.



The narrative is given an extra level of complexity in the way it allows the player to perform actions that are "hidden" from the interrogator, as long as they do not directly contradict what the interrogator knows from surveillance cameras, scene evidence, and the like. To successfully complete the game, the player must devise a way to escape from his interrogator (by setting up traps, cacheing equipment, and the like) in a way that the interrogator will not "detect" until the plan is put into motion.

Christian Nutt
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Andrew brings up a good point -- he's really woken me up to the inventiveness of storytelling in IF.



Emily Short's column for GameSetWatch covers narrative in off-the-beaten-path games including IF (which makes sense, given that she works in the form.)



http://www.gamesetwatch.com/column_homer_in_silicon/

Timothy Ryan
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I love story. I'm also a writer when I'm not making games, HOWEVER ... I think most writers on game teams have as much control over the story as practically anyone else on the team, meaning almost zero. For the most part, the story is driven by the need to (1) provide a variety of enemies, (2) to support certain game mechanics and (3) to provide certain important roles for the game: an arch-villain to defeat, a guide to tell you what to do, a partner for coop, a trainer for tutorial, and some motivation to do what you're doing (love interest or friend who is held captive or murdered, etc) - often combined into even less characters. Trying to get teams to create more characters than that is difficult because of budget/time concerns to create/animate that character. For this reason, most game stories are shallow. It's also why it takes a really good writer to overcome these limitations - like Susan.

Bo Banducci
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Thanks a lot for the interview. Gamasutra could never have too much genuine talk like this from in the trenches.

Kevin Reese
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Great interview. Susan O'Connor certainly knows her stuff.

Keith Nemitz
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@Kevin. I agree. What she and the interviewer said makes loads of sense. Good writing/story takes time. So does game design... and programming! I'm on the 6th prototype of my next game, and the design is finally coming together. But the code, ugh! I'll have to rewrite it again and again before it's shippable. And somehow, I have to start writing the scenes, and iterate those so that all their combinations work in the emergent framework that is still a bit hazy.



What I'm saying is writing, even for an indie, is an integrated process with all the other facets of games, including sound and music, and even testing and marketing. (You need to prepare specific work so marketing can effectively talk about the game.)



She admitted that writers have different processes. And I'd like to contrast her pin and flash card method, which says strongly to me a very top down (plot oriented) production process, with my process which starts with characters and their little stories and their initial interactions which lead to more important interaction from which a plot develops. It's a lot of writing, and you have to cull most of it, but the result is incredibly strong characters, and the plot, although it can suffer from pacing issues, occurs more naturally and is more believable. (and can suffer from baroqueness) But personally, I prefer story that comes to life from it's parts than one that is forced upon the characters.

Ruthaniel van-den-Naar
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Problem is very lowlevel, today's games are started from point of view technology, but player feels something else, we have to start game from gamedesign, after game will better, definitly. Complete whole design and writings, after start programming and iterate, make changes in concept.



Gamedesign, game enviroment nad backbone story is one atom, indivisible without big lost of quality. After you can hire someone for add flesh to bones.



Further colaboration is problem, how much very good narative books have more than one author, its new discipline, if we want something better thant stupid television series. Temporary solution can be short but good game, no boring neverending story. Try ask yourself, why good movies have max 3 hours? Find two great writers with similar thinking process is very hard, but no impossible. Who search, maybe will find, who dont search is coward.

Josh Foreman
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Interesting article and a good snapshot of our industry at this time in history. But the hook that kept me reading till the end was this:



"What is the best possible process for delivering story that enhances the gameplay experience rather than simply interrupting it?"



And I'm disappointed the idea was never dilated on. I ... HATE ... 90% of cutscenes. It's hard for me to tell how much of that is the poor quality and how much is a philosophical rejection of the theft of my Agency as a player. Most of this article seemed to mush up all the ways story is embedded in games, which made for a nice casual shop-talk vibe, but left me unsatisfied.


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