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Passive Format
Well, enough about them, let's talk about us.
Much
game content is written in what I term the "passive format" (because it
works best in situations where the player is a passive spectator, such
as when watching cinematics), which resembles the format used by movies
and television shows. This script is formatted in such a way that it
streamlines the filmmaking process -- Courier New font, wide margins,
use of all-caps, lots of white space -- it's easy to mark up during
filming. See Fig.1 for an example. Script supervisors use the margins
and white space to make necessary adjustments, and the large font and
capitalized words make it easy to locate content in a hurry. This is a
result of the way that movies are made.
In
the game industry, the use of the passive format is less appropriate.
Most games are nonlinear enough to render the passive format
inappropriate. If we rely on the Hollywood rule of thumb that one page
of script equals one minute of screen time, then theoretically, a
twenty-hour game would require a script 1,200 pages long -- at which
point a sane person says, “Hell no.” On the other hand, if the passive
format is used to create non-interactive content, such as in-engine or
pre-rendered cinematics, the passive format still seems like a bad
idea. The pre-rendered cinematic isn't filmed in real-time, it's
created over days or weeks, usually by a number of people including
artists, animators, and at least one producer or designer. Therefore, a
format created to facilitate rapid changes on the fly just doesn't fit
the process of cinematic creation. The white space, the large font --
these serve no discernable purpose in this context.
However,
if the intention is to create a text-based narrative (as opposed to a
visual narrative structure, such as the use of sequential storyboards),
then a modified version of the passive format can be of some use. By
removing all of the marginal formatting, and by using a more efficient
font (like 10-point Times New Roman), this format can be useful. See
Fig. 2 for an example.
Active Format
Oddly
enough, an accounting spreadsheet can be a writer's most effective
tool. I use Excel to keep track of my dialogue, as do many writers.
It's particularly useful when preparing "active format" dialogue (any
dialogue taking place in-game, where multiple variables can make it a
challenge to keep track of all possible dialogue threads).
Taking
into consideration all of the aforementioned dependencies and
relationships, as well as the limitations that I've encountered when
using passive format, I've come to rely on the following structure (see
Fig. 3 for details):
Before I address the individual headings and content, a few notes about the format:
I
always highlight all cells with data and create a visible grid around
them. If you're new to Excel, note that the cells with no text inside
them feature a faint gray grid. This is visible when using the program,
but doesn't appear when the document is printed (making it harder to
read). This is the default setting, so you'll want to create the grid
around any cells with content. See Fig. 4 for details.
By
highlighting the cells across the top (Actor, Cue, etc.) and selecting
Data-->Filter-->Autofilter from the menu, you can add filters to
your headings. This will enable you to select specific kinds of data
from the fields. See Fig. 5 for an example.
If,
as in the above example, your spreadsheet is arranged chronologically,
it will feature various actors talking to one another. But if you want
to isolate a single actor, you simply click on the small gray box in
the Actor field and select that character's name. The same
functionality can be applied to the other fields.
It's
best to use the landscape format when setting up your page. This way,
rather than print each row on multiple pages
(Actor/Cue/Context/Inflection on page 1, Location/Area/Effect/Filename
on page 2), you get the whole row across a single page. You can set
this up by selecting File-->Page Setup/ Page-->Landscape. You'll
see in the example below (Fig. 6) that the dotted lines indicate that
the page will still be cut off at the end, and the spreadsheet will
bleed over onto a second page. I'll need to adjust some of the row
widths in order to get the spreadsheet to print on a single page.
Headings
Now, onto the individual headings.
ACTOR:
In this area, list the speaker. It's best to keep this as terse as
possible -- don't abbreviate to the point of being incomprehensible,
but a last name will suffice, if one's available. Make sure that you
maintain consistency throughout the document. If you refer to a
character as Jason in mission 2, don't start referring to him as Jason
Caldwell or Mr. Caldwell in mission 4. You want to be meticulous in
your search for typos in this field. If you misspell a name, then try
to use the filter to select all of Jason's lines, it's not going to
include “Jasson” in that search -- and any dialogue attached to that
typo won't appear in the filtered search.
CUE:
In this field, you type the actual spoken text. Keep the parenthetical
notations out of this field, if possible. Save them for the context
field. Here, the actor wants to see raw text, not text accompanied by
"(sadly)" or "(yelling)."
CONTEXT:
Here, you indicate the context for the line to the person reading the
dialogue. It's best to keep this as terse as possible; chances are, the
reader knows the basic setup (superheroes under attack in a bank
lobby). The situation immediately preceding or prompting the dialogue
is the issue at hand, and that's what you want to convey in this field.
A.I. responses may also work in this column. For example, if your game
plays a death scream when the “player_dead” A.I. state is invoked, then
you may want to put "player_dead" in this column, along with a note for
the voice actor who will be doing the screaming. Or, you may want to
split this into two columns: one for the actors, and one for the
developers who will be integrating these assets into the game
(scripters, programmers, and so on).
INFLECTION:
In this field, you indicate the emotional state to the actor. The
primary use of this field (other than the obvious) is to keep the
volume level consistent across the various cues. Voice actors can read
over 200 lines in a single session, and that can take its toll on the
vocal chords. If you want to get the most out of your voice-over, and
if you want to do your voice actors a favor by making their jobs
easier, you can group cues together by volume. For example, start with
whispers, then have the actor deliver all conversational tones, then
proceed to any yelling or death screams (it's always fun/creepy to hear
a grown man shriek like he's being eaten by sharks). It's best to keep
an eye on the number of individual Inflections. You don't need to get
creative with your adjectives; "angry" is good, you don't have to
describe the next cue as "furious" or "enraged" in order to avoid
repetition. In fact, repetition is good, in that it's easier to use the
Sort function (Data-->Sort) to lump all the "whispered" cues
together, then the "normal" cues, then the "angry" cues. Just picture
yourself as an actor, trying to guess the developer's intentions.
Unless you're going to direct the voice acting yourself, do your best
to give the voice actor a specific emotional state for the inflection.
Any additional material should go in the Context field.
LOCATION:
Here, indicate where in the game, the dialogue is taking place. This
will vary, depending on what type of game you're working on. For
example, in a wide-open game like Morrowind or GTA, you
might indicate a type of environment (indoor shop). For a more
structured game, like a mission-based shooter, you might indicate
Mission 2, Tenement Building.
AREA:
For the Area field, I always enter a number that can be sorted easily,
or arranged chronologically without too much fuss. It makes it easier
to answer questions if someone asks how many voice cues Character X has
in mission 3. But, again, it depends on what kind of game you're
working on, and how rigidly structured the game experience is. You may
find the Area field to be superfluous, or you may add more fields to
the spreadsheet. If your game is split up into multiple areas and
levels and sections, additional columns may be necessary.
EFFECT:
Here, I indicate any effects that need to be applied to the voice cue.
This includes radio futz, echoes, distortion, and so on. It's something
that can be filtered at the end of the process, and handed off to the
sound designer or programmer, in order to streamline the process for
him/her. It can also be used by QA to ensure that all applicable
effects have been added to the game. And it's also good for voice
actors, because there's a difference between yelling across a freeway
at someone, and yelling into a radio. The additional contextualization
can help during the recording session.
FILENAME:
Once you've got a handle on how many voice cues you're going to be
working with (dozens, hundreds, thousands), you can start to plan your
naming convention. If you're lucky, there's a convention in place.
Otherwise, you may be the person responsible for creating one. I've
found that the best process is to create a convention that A) is easily
sorted in chronological order, B) tells the reader where the cue
appears in-game, and C) leaves room for the additional cues that
inevitably get recorded in pick-up sessions.
The
single biggest advantage to this process is that it accounts for the
nonlinearity that drives pretty much all gameplay. The passive format
reads like a movie script, and is suited to a linear experience such as
a cinematic, but it's just not well-suited to in-game dialogue.
Conclusion
There's
not much left to say except that the driving principle behind all of
these examples is: communicate, learn, plan, organize, and execute. By
familiarizing yourself with all the moving parts, you're more likely to
create the emotional, story-driven experience that we're all aiming
for. In order to protect the integrity of your story and characters,
you need to anticipate the myriad complications that arise during
development, and you must be flexible and creative in your solutions to
these issues.
Best of luck.
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