|
I
think that a lot of games that I play have bad stories. In the end, it might
still be bad, but what's really bothersome to me is not so much that like the
story is dumb; it's that it lacks craft. You can tell there weren't many drafts
of the dialogue, or it's just jammed together. Just stuff like that. That's
what I think is missing actually, is craft.
SO: Well, right. And it's funny. As a writer,
you have to find the nerve; you have to steel yourself to sound like a total
geek in these meetings. You can talk about exposition and rising action, and
all these English terms, that really have to get applied to create great stuff.
You can definitely just write, just [makes quick
gibberish noises], but to apply a certain craft to it and structural
underpinnings to it, so it works for reasons you don't really see; you're not
supposed to see it. It's the scaffolding and it's the foundation and it's the
lode-bearing walls. All you know is that the room is bright and sunny. You
don't have to think about how they get the windows in. That's the builder's
job, right?
I try to take a similar craftsman approach
to the work that I do, because I've made that mistake myself. I'm just like,
"Well, I'll just write some stuff, and it'll work itself out." No,
it's crap. "Why was that crap? I need to learn from that."
And so you're like, "I think I'm not
taking craft as seriously as I should be." Because, again, you're not
surrounded by other writers, so you don't talk shop very much, right? That's
one of the reasons I even started this Game Writers Conference [at GDC Austin].
I wanted to be able to talk to my colleagues about stuff that they would take
the ball and run with it.
I
think one of the important things about writing is what you leave out. I think
that's something that people cannot perceive easily, if you don't know about
writing.
SO: Totally agree.
I
think people are tempted, if they're not experienced, to just keep shoving
things into the narrative. And what you leave out, it could be like what we're
talking about with Ken Levine condensing characters, or it can be like,
"What does this scene do? Nothing."
SO: Yeah, I think that's right. Especially
with games. Because you're building around a void, which is the player. You've
got to leave space for the player to insert himself or herself, because they're
going to do it anyway. Why fight it, if they're going to take it and make it
their own?
And creating a structure that allows that,
I think, is really huge. And looking at structure, and finding ways to protect
the story from the player. Things like inciting incidents, like "When does
the story really start? When does the world get turned upside down?" I
think, personally, looking at stories, you really have to have it happen before
the game begins. If you do 20 minutes where you're doing your thing, and then
suddenly something changed, it wouldn't traumatize you.
You wouldn't be motivated to make it go
back the way it was. You'd be like, "Oh, cool, right on. I'm underwater.
This is great." Or like, "I'm a bat, sure", you know what I
mean? Whereas in a movie, they do that very thing.
Starting
in medias res is popular in movies,
but usually games are like, "Well, we need to do the tutorial first"
or whatever. I've brought this up with other people who work in games before.
I
felt like Final Fantasy VII had a really strong start. You
know you're going to go blow up the Mako reactor, and then escape. And you go
through that part and play the game and it's very easy, and it tells you how to
play it, and then it stops. That's like 45 minutes or a half an hour. Then the
game grinds to a halt, and starts like a normal game, and it's slow.
But
the thing is, you're pretty interested because you had that episode of
high-intensity gameplay-focused narrative. The game has built up this good will
with you as a player, and then it can slow down again. That's such a really
good trick. Tricks like that, I think, are important.
SO: Me too. Did you see Up? I thought, in
Up, the story with the wife, not having children, blah blah blah, never living
her dreams, was so devastating.
It
was the best part of the movie, though.
SO: It was. It was so impactful, so
powerful, I think it pinned all the adults in the audience to their seats,
because they had to process that. And then, while the adults are stunned, and
letting it in and having no influence on what they just saw, the kid story
starts. It's like, "Whee, fun!", and it's stuff that normally would
have bored an adult. They're too stunned to be bored. They needed that time.
The adults needed the time to gather themselves. I had that experience when I
watched.
Yeah,
it was a very elegant part of the film, really elegant filmmaking.
SO: Gorgeous.
Honestly,
I don't think the rest of the film is anywhere near as good as first 15
minutes.
SO: But yes, I think you're totally right. Tricks
like that, and just thinking about stuff structurally. And knowing that
everything in the game is totally and completely made up -- I would love for us
to free ourselves more and not be trying to create hyperrealistic situations,
or treat stories as though they're hyperrealistic -- as if they're
documentaries? Why? That bullshit is all made up!
I
think the characters have to be realistic, but the situations don't have to be
realistic at all.
SO: And the structure doesn't have to be
realistic. It is not a documentary. You don't have to turn a camera on. Let's
speed this up; let's do backwards, Where is the Memento? Where is the game
version of Memento? Why don't you mess with us a little bit more? This isn't
reality! Tell us at the end of the game that I was 50 feet tall. Reality is
really overrated. Let's make it up, here.
That's easy to say. Production realities
are crazy. Trying to get a bunch of people on board is crazy. It's hard work.
You want to be able to tell a story internally that everybody can understand
and get behind.
|
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.