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If
you talk to different people, you get very different approaches on what even
game narratives should be. Even games you've worked on, from game to game to
game, like Gears of War.
Obviously,
it has a very straightforward narrative presentation. It's basically cutscene,
mission, cutscene, mission, and then the barks are character-building, but they
don't really contain much narrative, everything from just "Shit, yeah!"
to a little bit more than that. It's basically about adding tone.
BioShock doesn't stop for cutscenes. There
are character interactions, but there are a lot of the recordings that you find.
And then you've got Far Cry 2, which
is an open world game. It's all different.
SO: I think on Far Cry 2, they tried some really great stuff. One of the things I
really loved... They had a narrative designer on that game, Patrick Redding,
who's just unbelievable. How does this man's mind work so fast? It's
ridiculous.
He and [creative director] Clint [Hocking] really
had some smart ideas about trying to change the way we tell stories in games.
They developed incredibly complex systems, which I cannot do justice to.
I can give a really simple example. One of
the things I really loved was how they talked about... You have one triangle
this way and one triangle that way. You can imagine a Star of David, basically,
and then you bisect it twice.
The triangle that's going this way is gameplay
information, tons at the beginning and very little at the bottom. The opposite
is story information. You've got two lines running through it, right?
So when you walk up to an NPC, you're at
the top end of the gameplay triangle. He'll say, "Go across the hill. Go
in the hut. Shoot the dude." End, right? You've got almost no story there.
You've got tons of mechanics. For players who are interested in just that,
that's all you needed to know and you could walk away. If you stay and you hit
X, then the next thing he says is going to be equal amount of gameplay and
story information.

Far Cry 2
So
you've got sort of the inverted pyramid, which is how you write news stories.
And then on top of that you have the... I've never heard of the "right side
up pyramid", but that's how it is.
SO: Yes, so the first, the middle part of
that triangle would be like, "Grab the ledger. It's got all the
bribes," you know what I mean? So like there's an equal amount of
mechanics and meaning. And if you stick around again, what he says is all
story. Like, "I don't give a shit if he's my brother, kill him anyway."
And because it's a pull model, the player
asked for it, then that is the story he wanted to hear. That's the biggest
challenge for games stories. How do you tell it to them when they want to hear
it in a way that means something to them? That's huge.
I've
been doing a lot of thinking about cutscene-based narrative, because initially
when I started going to conferences, I started to hear people say, "Cutscenes
suck. Don't use them." I would always go, "But they don't always
suck. Sometimes they are good, actually."
Originally,
my first thought was then like, "Well, some games just have bad cutscenes.
Some have good cutscenes." It's not that simple, either. It's also about
pacing. Pacing is probably even more important. Quality is important, but
pacing is super important.
SO: Yeah, I totally agree. Yeah,
absolutely. And that involves so much more than the writer. That's why it's
really great to have an opportunity to have the writer working with the team
for an extended period of time. They don't have to be staffers, but just have
them around.
First of all, I think it really helps to
have a sense of trust with each other. A sense of respect for what the other
person brings to the table. When I work with a designer who I really come to
really respect and admire, I just want to know what he thinks about things. And
we can talk back and forth.
If I can get their respect as well, then
you can really do some great stuff together. And you can think about things
like pacing, and "How are we going to integrate?" and "What kind
of gameplay experience are we talking about having here?"
Is this the level where we take a deep
breath, because the story went nuts in the last level? What do we do here? The
last level was a flight of fancy -- so are we getting more into reality, with
cold water in the face? Because we're almost at the end, and it's like, "Let's
get this done"?
And then we can start to get a sense of
momentum, how the designer wants to drive the car. And then how you can build a
story to really enhance that. And sometimes, in counterpoint to that. What
experience is he trying to create, and then, how can I expand on that, make it
more meaningful?
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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.