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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 4 of 6 Next
 

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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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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