Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [13]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Irrational Games
Systems Designer
 
CCP - North America
Lead Character Artist
 
CCP - North America
Sr VFX Artist
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Animation Director
 
Toys for Bob / Activision
Senior Programmer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
 
Age of Games releases the
fourth episode of the...
 
Gaming comes to London
Fashion Week
 
Gala Networks Europe
augura un buon San
Valentino
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Feature: Game Writing From The Inside Out
by Staff [PC, Console/PC]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
March 18, 2009
 
Feature: Game Writing From The Inside Out

Backing games with a strong story is an inherently complex effort -- and considering that not all games even need narrative, why go to all the trouble?

In a Gamasutra-exclusive analysis, Marianne Krawczyk and Susan O'Connor, writers for the God Of War series and Far Cry 2/Gears Of War respectively, discuss the transformative effect that stories can have on gameplay:

So why do so many writers and designers get bogged down in 10-car pileups when they work together? They have the same goal, after all: create a compelling experience for the end user. The trouble begins when they approach the same problem from opposite directions.

A game writer looks for brief moments -- cutscene or otherwise -- when she can take control of the game so that she can create throughlines, pacing, conflicts, character development, plot twists and thematic meaning.

A game designer looks for ways to give control -- not to the writer, but to the player.

Both the writer and the designer are right. Stories benefit from structure, and players love their freedom.


Krawczyk and O'Connor raise several thought-provoking 'what-ifs' -- for example, what if the player were the hero, or not the protagonist? In other words, in a strong story, the protagonist has a specific desire he or she is seeking, and rarely does that work in concert with what the player wants to do.

The player is operating on a higher plane than his avatar. The avatar thinks he is a prince that lives in a kingdom; the player knows he is a blip on a screen.

The player's desires are usually tied to gameplay, not story. The avatar says, "I want to save the princess"; the player says, "I want to kill as many dragons as I can."

A protagonist with a strong desire can create production problems for both the writer and the designer. Desire clashes with agency.


So how to resolve the inherent conflict?

Some studios create a main character that has a very passive desire -- or no desire at all. "I am a soldier, I fight." This approach results in an avatar that supports gameplay, but it can also leave us with dull characters and a pointless plot.

Other studios create a main character that is driven by a strong, overpowering desire. "I'll kill the king and end this war if it's the last thing I do."

Then the writer and designer must show the player the impact of this desire -- and this is the avatar's desire, not the player's desire -- so we are left watching cutscenes, and in effect watching someone else's story. This can work, but it has its obvious limitations.

Here is another option: cast an NPC as the protagonist, build a story arc around his desire -- and design gameplay as a counterpunch to that arc.


The full Gamasutra feature contains much more depth on creative ways writers can resolve common conflicts between gameplay and narrative -- and thereby the conflicts between writing and design (no registration required, please feel free to link to this feature from other websites).

 
   
 
Comments


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.