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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 Previous Page 2 of 6 Next
 

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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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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