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When
it comes to team structures, you referred to Ubisoft Montreal, where Patrick Redding
is a narrative designer. In this structure, he interfaces with the writers and
flows the content to the designers. Do you think it's important to have a
narrative designer at that nexus point that can interface with the team and
manage that process?
SO: Yeah. Yeah, I think so. I think you can
have a narrative designer that is more involved with the systems design -- that's
huge, especially when you are talking about a game that is as big as Far Cry 2. They can really get immersed
in the technical side of things, then translate it back to the writer, and vice
versa. It's literally like having a U.N. simultaneous translator. [laughs] I
think that's what a narrative designer can be.
Or even just having an editor, who has the
band width in their brain to actually go and talk to level designers about the
levels, while the writer is in his room sort of noodling on a character. I've
worked on projects like that as well and it's great. It's great to be the
writer in that position and it's great to be the editor in that position.
Because I think what writers need is a
combination of really being integrated with the team, right? Like, that's part
of it. The other part of it, is you just sort of need space to do your work.
And those don't always work together, because most people on the team are not
writers.
So if you sit down and you're like, "I
want to talk about writing with you all!" It quickly becomes about
programming or about design or about what their expertise is, because that's
what they have to offer. It would be as if one level designer walked into a
room of writers and want to talk about level design, like how long would you
stay on topic?
You wouldn't, because before you know, you
would be talking about some HBO show. You would be talking shit about Dexter,
because that is what the writers would be interested in. And the level designer
is like, "Uh, well guys, you know I got a map here I want to draw."
"Dexter is awesome!"
And so, as a writer, how do you find a way
to carve out the time and space you need to do your work so you have something
good to share with everybody, and also have that work fit with what everyone
else is doing.
So to answer your point, I think having a
narrative designer, or an editor, or somebody is key. I mean that is it.
Because when you try to be both, you fail at both. That has been my experience.
Yeah.
I mean it seems to me that it takes a lot of time, and polish, and time to
rework bits of writing. And that seems to fall out of the possibility with the
way a lot of teams have structured it. "Writing is what we will do when we
have time to do it," rather than making time for someone to spend time
writing.
SO: Yeah, I know. Yeah, that is true. And I
don't think it is willful like, "Screw it." I think it is like,
"I got a million things I got to do, so I am going to have to prioritize.
I know I need programming. I know I need art."
Someone who is the boss is going to have to
be the one to say, "I am going to make writing a priority. We are going to
make this happen." Because I do think that... Well for one thing, creating
a meaningful story, it takes just as long to get to know fake people as it
takes to get to know real people. You [as a writer] really have to spend time
with your characters to get to know them.
And it takes time for a story to come to
life. It is easy to come up with a clichéd, dumb story. It doesn't take a lot
of time. But to make something really like, "My God!" it takes time.
And frankly, I think it takes as long to develop a good story for a game as it
does to create a good design for a game.
I mean, to me, that is the metric. If it
takes two years to do that game design, then you need a writer at least
involved in the process. Maybe not on site, but coming in and out those full
two years. You know?
Because yeah, waiting to the end is nuts. I
think that writers... You get the biggest bang for your buck from your writer
if you bring them in right away, for a couple of reasons. One, they have more
time to sort of do their work. And they have an opportunity to fail, too. They
get to try things, be experimental. Whereas if you come in with like a month to
go, they want you to hit the target right away.
So what you do in order to hit a target? You
play it really conservative. You don't try anything crazy. So even though what
you make is serviceable, it is not great. And sometimes you want to do
something great. Every writer wants to do something great. Why else would we do
this?
Bringing a writer in early, it gives them a
chance to be experimental and play with the story and play with what is
possible, because this is a medium where we haven't discovered the full
vocabulary yet for telling stories in games. We know a few things that work,
but there are probably like 20 more things that would work great. We just
haven't had a chance to try them yet, because we don't have a chance to
experiment.
So there is that side of it, and there is
also this side of getting all the other people on the team feeling like they
are part of the storytelling process as well. I mean, not everyone is a trained
writer, but everybody understands a good story and everyone wants to create a
great experience for the player. So if the writer comes on early, he or she can
help give tools to the whole team, to create like a back-and-forth exchange
between the game design, the art, and the writing and everything. But that just
takes time, right? You've got to trust.
You
have to build relationships with the team.
SO: You've got to know who you can jive
with and who you can just be like, "Dude, come on. Let's just shut the
door for a second and let's talk about this." You know?
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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.