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What are your thoughts on writing in games? It still feels
like the area of development with the least attention paid to it.
EP: Oh, sure. It's coming from such a low place. The thing
with games and game writing -- you know, there's a sense that some people want
to go from where we were two years ago to Hollywood
level. It's not going to happen that quickly. You're starting to see really
strong stories in games now, in Mass Effect, in BioShock.
I think story is important, but I'm much more interested in
story that is told through gameplay, through the medium of games. BioShock
does that incredibly well. Call of Duty 4 does that probably better than
anyone. It's the old "show, don't tell" rule.
At Bethesda,
we call them "lore bombs" -- you talk to an NPC, and they just drop
50 lines of dialogue on you. That's not the way to tell a story -- even in an
RPG, with a lot of text.
I think there's a lot of room for better stories, but I
think there's a lot of room for better storytelling. Look at Valve and Half-Life. Valve is
the master of telling a story through their gameplay. And the Looking Glass
model is a good model for me too. It's one I look back on.
Thief feels like an RPG, but there's no dialogue.
Garrett never talked to anyone. The story was told through what you experience.
I think there's a lot more you can do with that.
I was talking to Ken Levine at one point, and he said
something to the effect of, "Anyone can write a 20-minute cutscene."
The challenge is more in conveying that same information through organic means.
EP: I agree with that 100 percent.
Are you familiar with what the Far Cry 2 guys are
doing in that area?
EP: Yeah! I think their stuff looks incredible. My love of
first-person -- I'm a sucker for any fully-realized first-person gameplay, like
Mirror's Edge or Far Cry 2. It's the type of stuff where --
because we're both first-person and third-person, we're not a dedicated
first-person game -- we haven't been able to get to that level yet.
We'll see
what the future holds. But I love their setup -- if you're looking for [Far
Cry 2's assassination target] The Jackal, how do you go about doing that? I
can't wait to get my hands on that.
You mentioned Mirror's Edge, a first-person game
that isn't explicitly a shooter -- Portal was also that. What do you
think about the future of such games, that treat "first-person" as a
broad design element, rather than as a synonym for the specific genre
"first-person shooter"?
EP: For me, it's all about, as a gamer who likes
first-person games, what do I want to do? I want to experience different
things. It seems trite, it seems simple, but that really is the reality. If
shooting a gun falls into that experience, fine. If it doesn't, even better.
For me, it's escapist fantasy. There are a lot of things I would like to
experience and fantasize about.
I don't want to be a baker in the twelfth century, but there
are a lot of other things! Mirror's Edge is a good step forward in that
regard. Give me something different. I can't wait to see what else they'll come
up with.
On that topic of Valve and Half-Life, did you play
Half-Life: Episode Two?
EP: I have, yeah.
I thought its writing was a step forward in terms of
breadth of characters for the series but was perhaps understandably
overshadowed by Portal. Any thoughts as a writer?
EP: I think it might something to do simply with the
delivery method, the fact that it is an episode. Episodic content has proven to
be great, but it just didn't get the press.
People talk about the quality of
writing in Oblivion, how it's a little schizophrenic. But if you read
the reviews of Shivering Isles, the expansion, people rave about the
quality of the writing. It's a tremendous step up. But nobody thinks about that
-- it's in the expansion.
Unless it's a full game, unless it's got that full PR
marketing blitz, unless people really know about it, I think people miss out. I
think Valve has more talent in their pinky than most people have in their
entire body, but it doesn't surprise me.
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And glad to see mention of The Witcher!
Writers as experiences-designers is really the right way to look at game writers, not just people who pump out characters and plot. Crafting an game experience doesn't even necessitate a narrative. The magic lies in exposition through player involvement, and I see no reason why that role should be antagonistic to that of game designers.
I'd like to see an interview with Bethsoft's audio guy/team for Fallout 3
A heritage is what they call it when you're talking about something that has a prior history, generally a respected one.
As the Megaton quest seems to suggest, there should be even more of these 'heavier' types of quests in Fallout 3 -- I can't wait :)
Great article, keep on the good work.