GAME JOBS
Contents
Upping The Craft: Susan O'Connor On Games Writing
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  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 5 of 6 Next
 

See, that is why I think it must be hard to really influence the way things are going if you are working externally. I know you move from project to project and you frequently work externally. But sometimes, you spend time at a studio. How does that work? What do you see as the optimal way to go?

SO: Well, I worked on a project that was unbelievable. Oh my God. I loved it. It was partly chemistry. I just really got along with everyone. And that game got cancelled. And I was like... "Print that out." It was like my absolutely all time favorite game. Cancelled!



But I worked with a designer. His name was Pete Low. He was up at Radical. It wasn't like a showstopper, like the world is waiting for it, game, necessarily, but it just worked brilliantly. It was so successful, I thought. And everyone on the team thought so as well.

We got far enough along in the process that the whole story was done and the script was finished. And the cinematics were being made. And everything was sort of integrated, so we could see what we had done. We all felt good about it, which is unheard of, because everyone in games is so critical.

But we were all like, "I think this might be awesome!" And I think it was really successful because I came on early and Pete really set the tone for trying things. He was very accepting. Like, "Yes, let's try that. Let's see how that works."

And we were able to come up with a process where we would take turns. I would spend some time, come up with my story ideas, and then I would present them. And then they would go away and they would come up with some gameplay concepts and come back. And then I would take it. And we would just do this back and forth for a while.

And it was a huge eye opener for me. I mean I had worked on loads of games up to that point. But that process taught me more about what was possible in a game and what wasn't, and how a game designer looked at a story. I could suddenly see my work through their eyes, which was like, "Whoa," and vice versa.

I remember one day having a discussion about the character and how he was going to change at the end. He was going to have a moment of truth. It was going to be like, "What you do in this final moment is going to be who you are," I was like, well, it's because he's a bad guy. And they were like, "What? He is a good guy! What are you talking about?" I am like, "No. He is a bad guy."

Then we had this great discussion about who we thought this guy was, which I thought was so great because we were still getting to know him. It is like we all had different relationships with this guy. And then we all started thinking about how the player would feel about that. "What if he is bad?"


Gears of War

A lot of times when you play a game and you pull back a level, you realize that these characters are the protagonists, but they are not necessarily good people, or doing good things. Usually the ultimate goal is basically good. But they are just sort of running around killing a lot of people in a borderline amoral way.

So when you sort of pull back a level and you think about this on a higher level, then there is more ambiguity. The game situations and the way you actually participate in the game can affect your interpretation of the story naturalistically, but not in a way that is deliberately written.

SO: Exactly. I agree. And that is why I think having a writer in is so helpful, because I think bringing in more ambiguity is great. Like just have things happen and don't explain it. To me, I respond to that as a player, because then I get really intrigued by it. I am not being told what to think; I am just being shown a world. I am being asked to enter a world.

And I think that is the stuff I would love to see more of. And even structurally. Like, whose story is it? Is it the player's story, or is the player going to tell his own story no matter what you do? Why even fight it? Why not let the player tell his story? Screw it! The protagonist is really going to be this NPC. And since you are trying to beat the game as the player, then maybe you are the antagonist.

And maybe what you do really foils the protagonist. We are all protagonists of our own stories. Satan is the hero of his own story! No one thinks of themselves as bad, is my point. And so if you let the player be the hero of his own story...

I just think we have a lot of different ways to think about the antagonist. An antagonist of a story isn't always the bad one. That's what's interesting too. If you get two people operating in shades of gray...

Sure. It's perspectives, right?

SO: Exactly.

Very often I think that stories -- and it's not just in games, but stories in all popular media -- boil down way too far, and that bores me a great deal.

Obviously, something like Star Wars that is bright white versus pitch black, is super popular; it's not like it's not understandable why people like it like that. But I think that very few stories are honestly doing the bright white versus pitch black thing. So, if you're trying to do something with a little more texture, it should be a little less binary.

SO: Yeah, I agree. You know, it's hard to tell a good story in any medium. If it was easy, every movie would be great; every book would be awesome. It's tough. It's tough to find a good story and then tell it well, especially in games, and I think the trick is just having lots of time to get it right.

I think the ones that have been the most successful have been the ones that have really had the chance to learn from their mistakes during production, instead of shipping something that was a mistake.

 
Article Start Previous Page 5 of 6 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

Glenn Storm
profile image
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
profile image
Amazing, amazing interview. Like Glenn, I'm going to be revisiting this a lot.

Mike Lopez
profile image
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
profile image
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
profile image
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
profile image
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
profile image
Thanks a lot for the interview. Gamasutra could never have too much genuine talk like this from in the trenches.

Kevin Reese
profile image
Great interview. Susan O'Connor certainly knows her stuff.

Keith Nemitz
profile image
@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
profile image
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
profile image
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.


none
 
Comment:
 




UBM Tech