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I
get the impression that people think that with writing -- maybe you don't have
the same opinion -- you sit down and you write the whole thing in order from
top to bottom. Then you're done. I think people even think that novels are
written from page one through page 300, just linear and then it's done. It is
really not true.
SO: I don't think that is true. I've heard
stories that there are writers like that in the world, but I have never met
one. I've never met someone who works that way. I'm not. I'm totally all over
the place. I'm the queen of the four-by-six index cards and the push pins.
Every writer seems to have a different
process, but especially with games, it's not possible.
You want to experience the story and there
is going to be a beginning, middle, and end to it. But how it gets told in the
game, when the ground keeps shifting beneath you, I think having a nonlinear
approach to writing is really helpful when you're trying to integrate it with
game design. You've got to be willing to let go of stuff all the time, but
somehow be able to hang onto some skeleton, some thread.
When I work on stories, I try to just get
down to the absolute, the most bare bones concept you're trying to get across.
That is what has to get protected. The story has some meaning; everything else
is up for grabs.
That one core bit has to stay in place, otherwise you have a
meaningless story. That happens in games. You're like, "I care, why?"
[laughs] when you are playing the game.
One
issue is when the writer gets brought in late and there are already a whole
bunch of levels that are well into production. You have to go, "How can I
contextualize these?" Do you run into that a lot?
SO: Yeah, that can definitely happen.
Sometimes it falls into place, and sometimes it doesn't. That's a good
question. Like on Far
Cry 2, there wasn't so much of an issue because they had an overarching
structure for the whole thing. In a way it was designed to be more sandbox than
freeform. But other games they are. Each level has its own distinct
personality.
I worked with this guy Danny Manley, who
was a writer on one of my recent projects. He's a playwright from New
York. I love working with him, he's so
great. He thought about each level as having its own little short story, which
I think is correct. The overarching story had to be an anthology that held it
all together somehow.
So, I think in terms of how you tie
everything together, it seems that most of the time the best bet is to use a
really light touch. You have to do a bit of hand waving. If you really try to
get to get literal with it, then people are like, "What? That doesn't make
any sense," which is always a danger in game writing. At some point, it
doesn't make any sense. That's right. [laughs]
People
have been experimenting with structure. Some games more explicitly deal with
this, but the concept is that each one is like an episode. It has its own
little self-contained story arc in each chunk of the game.
I
think that, certainly, if you're dealing with a development where you're going
to get or lose pieces or shift things around or whatever, that is obviously
beneficial. It's practical. But do you think that's a good way to work, or do
you think that you'd rather plot it all out as best as possible?
SO: Well, that's a good question. I don't
know. I mean every project is different. This is a copout answer. I don't mean
to give you a copout answer.
It's true; sometimes episodic is the way to
go. Sometimes having one driving narrative is the way to go, like God of War. That's right. I love that
game. I talk about it a lot. I really do think it worked. It was just deceptively simple.
I think there's a lot to be said for
keeping the content of the story really simple while trying to make the
emotions complex, like not asking people to remember a lot. People are like,
"Okay, I get it. I need to go kill the God
of War. Right. I got it." or, "I need to save the princess."
You just don't know how much player... Ken
Levine called it "player RAM". How protective do you have to be of
that? They only have so much room in their head, in their brain, to hold
things.
How often do you have to get them synced
back up again? Keeping the content simple and the emotional subtext complex,
for me as a writer, is the goal, so that you don't get this wall of words when
you play a game. You get a simple story that resonates with you and sticks with
you.

BioShock
As
regards that, something else he talked about is how they cut a lot of
characters from BioShock 1. They took
the original ideas, and they condensed them down into way fewer characters. "How
can we make these four characters, their story functions, descend into one
character?" Ultimately, people on the creative side don't always realize
what people are actually capable of following and what they're actually
interested in following.
SO: Yes, I know. It's funny because you
live with this stuff day and night, and you can recite it all verbatim. It's
really easy for me, or for anyone, to forget that when you're playing the game,
it's just washing over you. People who work on movies kill themselves, but
people watching movies tend to just kick back. It's the same with games.
Just trying to find what's going to stick
with the player and really playing to that, instead of giving them a massive
dose of stuff and trying to make something epic that then becomes noise, none
of which goes through.
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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.
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.
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.
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/
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.
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.
"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.