|
Experienced game writer Susan O'Connor (Tomb Raider, BioShock 1 & 2, Far Cry 2), explores what a writer brings to the creative process, by analyzing hit TV series Breaking Bad -- as though she were in the kick-off meeting for its game adaptation.
There are only eight episodes of Breaking Bad left. And then the show is over.
That is terrible news for fans, who can't help but wish it could go on forever. (Even show creator Vince Gilligan doesn't want it to end.) It's tempting to wish that someone could carry the IP forward, maybe into a console game...
Sure, the pitch would go: it's got all the elements. It stars an anti-hero; it elevates Walter's puzzle-solving ability to an art form; it's full of unforgettable villains. It could be the next Grand Theft Auto, starring Walter White...
No. That's a terrible idea. Whoever in that back room at AMC that ixnayed that idea did us all a favor. (They went with a graphic-novel game and interactive quizzes instead: good call.) Sky-high audience expectations would hamstring the console game developers into creating a pale imitation of the television experience in a virtual world, but successful IP adaptations smash a concept to bits and then recombine the wreckage into something both recognizable and utterly new.
It's risky. By sacrificing some of the best parts of a show or book or movie, you lose some of the original magic. The good news is that the loss forces developers to create new magic that only an interactive experience could provide. And that's the best reason to turn anything into a game.
Some developers (and IP guardians) are making brilliant choices when they adapt an IP. (Exhibit A: The Walking Dead.) The potential is clearly there -- for the right property, and the right approach.
I've worked as a writer in this industry for 15 years. I've been fortunate enough to be involved with projects from day one, for both original and adapted IP. Those experiences have helped me to develop a set of best practices that teams can use to unlock an IP's potential. In this article, we'll walk through a hypothetical kickoff meeting together, to if this adaptation has potential -- or if it's a disaster waiting to happen.
So: You're about to begin pre-production on a Breaking Bad video game. What do you do?

Break It Down
Step One: Analyze. What makes Breaking Bad so amazing? The whole is greater than the sum of its parts. But as you read Metacritic reviews, trends emerge. Here's what reviewers have called out, time and again, as part of the show's appeal:
Walter White is an everyman. As Stephen King says in his glowing review, "Breaking Bad invites us into another world, just as The Shield and The Sopranos did, but Walt White could be a guy just down the block, the one who tried to teach the periodic table to your kids before he got sick. The swimming pool with the eye in it could be right down the block too. That's exactly what makes it all so funny, so frightening, and so compelling. This is rich stuff."
His problems are real -- and so are the stakes. Walt's initial problem is as real as it gets. He's facing death. How will he provide for his family before he's gone? He faces real challenges in nearly every scene. In the show's second episode, he faces his first impossible choice: "Murder is wrong!" versus "He'll kill your entire family if you let him go." We don't know what he'll do -- or what we would do in a similar situation -- that's what keeps us watching.
The plotting is brilliant. Here's an exercise: watch an episode of the show, one you don't remember well. At the beginning of each scene, stop the playback and ask yourself how you would end it, if you were the writer. Then hit Play and watch what happens. Princess Bride screenwriter William Goldman once said, "Art needs to be both surprising and inevitable." Vince Gilligan's writing team delivers on both counts.
Walt is brilliant, too. He deals with disaster in clever (and often disturbing) ways. As Emily Nussbaum writes in the New Yorker, "Such problem solving has always been one of the show's great satisfactions, allowing Breaking Bad to feel as much like a how-to as a why-not-to... the audience can view events as a type of meta-puzzle: can the stakes rise even higher?"
The criminal underworld feels real. When Walter crosses over into the life of a drug lord, the world doesn't suddenly turn into a Martin Scorcese movie. The writers don't overplay their hand with dramatic lighting and heavy-handed music; they keep the action grounded in the dusty world of Albuquerque. The world has changed, but it's still a world we know.
The villains are unforgettable. Tuco! Hector! Gus! The Oatmeal breaks it down.
Then there's Jesse. There's the relationship between Walt and Jesse. There's the camera work, the comedy... I could go on. I bet you could, too.
|
--
Perhaps in this hypothetical open world game starring Walter as the main playable character, the player is tasked with helping Walter keep all his secrets a secret from his family, neighbors and friends, and deflecting law enforcement and competitors and other hostiles. Keep the player spinning plates, walking that infinitely long tightrope, maneuvering the falling blocks into place until that final eventuality when it all crashes to a halt. How long can the player survive as the heat is constantly being turned up.
Your typical GTA game NPC has the memory of a goldfish. You do one lap around the block and all your enemies have forgotten who you were. Having to deal with people who don't forget, but who may not have all the facts (yet?) would add a stealth element to a GTA style game. A "clue" or "evidence" mechanic could be a good starting point and the game designs itself from there. If you rush in guns blazing to accomplish some objective, you're not going to last very long because there's no way to avoid leaving a ton of incriminating evidence that you can't clean up.
So perhaps the game plays like a rouglike/GTA/The Sims/Heavy Rain/Tycoon Empire Builder mashup. Happy Town, USA looks like a typical middle income American suburb, but all is not as it seems for inside one these houses resides a monster. But you're not the only one with secrets. Car wash or money laundering HQ? Fast Food Mogul or drug Kingpin? Each game the neighborhood and characters are randomized. Your goal is to see how long you can last, how much money you can raise before the 5-0 halls you off in front of the COPS show camera crew.
The Sims folks should make a Detective add-on game or maybe I've been watching too much "Monk" on netflix lately.
Amphetamine psychosis adds a lot of possibility for paranoia and intensity. PK Dick supposedly wrote all his sci fi under the influence. All his stories seemed to have a break with reality at some point.
Of course a tweaker empire builder game will never get made. For the same reason BB wasn't upfront about having tweaker main characters.
you need to design around a specific medium to make it works
He is the classic GTA sociopath; killing one second, bringing his granddaughter balloons and a teddy bear the next.
His actions on the show would obviously lend themselves very well to GTA-style gameplay.
The game could take place before the events of the show. Mike's past is relatively unexplored, and probably interesting; he did help Gus build a meth empire after all. Not to mention the fact that his personality probably changed over time, so the young mike could have been a much different person from the old mike. (Translation: The plot could be anything you want. Although the ending is already written for you.)
I'm no writer, but I thought this one was pretty obvious, so just throwing it out there.
I think you're right. In thinking about the show, the show's world, while very realistic, is not really what draws players in. Let's contrast that to a successful IP like The Walking Dead where the world (zombie apocalypse) definitely plays a part in drawing people in; why I believe Telltale games' spin-off was so successful--the characters aren't necessarily the draw of the show. Whereas, with Breaking Bad, the characters are definitely the draw of the show. However, one way to get around this is through another draw of the show: the underlying themes/moral choices which make the show so gripping--if those were incorporated into the game (note that Telltale's WD adaptation also incorporates the main themes and moral choices from the show), that would certainly be a draw for players. (but you'd have to play the game to know this, so we still have a marketing problem)
On the other hand, there is an argument for further exploring the characters of Mike and Gus. However, how much did viewers necessarily want to explore these characters? I'm not sure. They both seem pretty one-dimensional on the show, (not that they aren't complex, but they are more like reflections of Walt's situation) and neither really see too much character development over time.
As for Walt not being in the game, it is also conceivable that part of the game could take place during the show, however, for certain reasons (no spoilers here :) ), the extent to which that could happen would be quite limited.
On the other hand, game adaptations/other spin-offs of shows and movies do have the reputation of cheapening the characters from the show, and perhaps fans would respect that the game didn't try to portray or touch-on Walter White's character at all. But the real question is: would they still buy the game?
You can keep things "cannon" whilst filling out the fertile back-stories of these interesting characters.
I always wanted to know what happened with Gus in Chile... Also would be interesting to follow Tuco as he breaks away from the Mexican Crime syndicate and starts off on his own in the New Mexico (with Hectors and the Twin' Brothers help).
Seems to me the major themes of the show (people making bad decisions for the "right reasons" and "people going through "transformations"... or "growth, transformation, then decay" as Mr. White aptly puts it might be well represented in a game where you see the consequences for your decisions)
I'd warn against trying to make it too much of a straight "action game" since that might "cheapen" the main characters...(I'd not respect Mike if he were just a "Dirty cop gunning down anyone in his path") I'd probably opt for something more akin to "the Walking dead" where you are given many choices... but none of the choices are "good" in terms of their consequences...
I'd get the Kairosoft "GameDevStory" guys to create:
"bogdon's car wash" (the breaking bad IOS/Android app)
would print money...
Now if you'll excuse me, I'll go take a second look at Breaking Bad!
My Breaking Bad game would be Mike's origin story. It would play like Deus Ex, without the RPG elements.
Sure you can create a Mike origin story but then you're kind of just exploiting IP (yes I know "everyone" does it). Exploited IP typically does not result in material that has anything interesting to say. The Mike character is not a character that resonates with middle America. He's basically a career criminal who's best qualities were being not particularly ambitious and careful (until he broke his own rule and teamed up with Walter).
Look at the comic book world and you'll see tons of second rate characters that are given more attention than they deserve as well as lots of interesting original characters that have over the decades become rediculous and absurd because IP owners just have to somehow keep coming up with new storylines to keep the money rolling in. The "which comic character would win in a fight" versus threads shows the schism between fans who are delluded into believing their characters are grounded in some canon versus decades of business decisions having corrupted the characters ages ago and which don't really care about canon. It can't because the characters and stories would eventually become trapped. So anything goes really. Who would win in a fight is just a flavor of the month choice.
So the "keep the IP alive" centric talk seems more of a business angle than a design angle. But I think there are definetly concepts and character that can be used to inspire creation of new IP in the games space. In the games space, original and compelling gameplay packaged in a professional polished bug free app serve better than licensing film/tv IP and making either a re-enactment or spin off game.
If you rebalanced or inverted that emphasis you risk going against brand.
Social management in games is typically represented as limited branching dialogue. Working with dialogue nodes as a central dynamic is challenging but could work if its handled with dramatic flair and entertaining consequences. Going a step further - those cliche dialogue choice screens have a lot of room for innovation.
Walt:
X: I am the one who rocks.
Y: You are the one who cocks.
A: You are the one who blocks.
B: I am the one who knocks.
Walt:
X: I love you and I would tell you if there was any danger.
Y: Here's a ticket to Paris and $20,000. Don't come back until you relax.
A: Admit you are having another affair.
B: I'm the rockem sockem super cock.
Challenge accepted.