Contents
Revitalizing a Heritage: The Writing of Fallout 3
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Revitalizing a Heritage: The Writing of Fallout 3
by Chris Remo
9 comments
Share RSS
 
 
September 4, 2008 Article Start Previous Page 3 of 4 Next
 

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.

Advertisement

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.

 
Article Start Previous Page 3 of 4 Next
 
Comments

Sande Chen
profile image
Definitely, I'm a fan of brevity in dialog and I don't appreciate those "lore bombs." In every writing genre, a writer needs to learn how to handle exposition.

And glad to see mention of The Witcher!

Lorenzo Wang
profile image
This was an excellent interview, thanks. It reminded me of how short-sighted that "Case Against Writers" article was. I'm thrilled, as a Fallout fan, that Emil and his team understood that Fallout wasn't about "lore-bombs", it was about the unimaginable consequences you could get yourself into in a world that was open-ended in design, but also in theme. It was that dance around (or for) transient in-game authorities that made the game unique, and what really sold the post-apocalypse.

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.


Sion Williams
profile image
I must admit i'm really quite looking forward to Bethesda's take on this game. I consider Fallout my favourite game/s and although im dissapointed the original creators aren't making the 3rd installment - I am quite intrigued, and looking forward to the Bethesda approach. The decider for me will be its likeness to oblivion - I dont like the Elder scrolls so the moment I feel like im playing a re-skinned version its going on Ebay!!

kid koexist
profile image
Great interview! I'm looking forward to Fallout 3 above any other release this year.

I'd like to see an interview with Bethsoft's audio guy/team for Fallout 3

Anonymous
profile image
A "heritage"? Is that what they call it when they're too scared to do something that isn't entitled [Insert Franchise Name] 3,4,5,6, (etc)... milking it for all its worth? That's laughable.

Chris Remo
profile image
Anonymous,

A heritage is what they call it when you're talking about something that has a prior history, generally a respected one.

Nick Halme
profile image
Very honest interview. The Dark Brotherhood was such a great series of quests for me in Oblivion that once I finished them I stopped playing the game. It was the only thing that grabbed my attention and really, genuinely played with my emotions when I had to go about killing all of my brothers in arms.

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 :)

Jose Eduardo Teran
profile image
One of the most important task as a game developer is to inmerse the player in a unique and creative story. As Emil says, is not about reading tons of text, it's about how the user is going to "feel" the story and, finally, understand it and experience it.

Great article, keep on the good work.

Tyler Shogren
profile image
Very noble of you to abandon "lore bombs" when the game doesn't support dialogue texts longer than 80 characters.


none
 
Comment:
 


Submit Comment