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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.
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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.