There's
definitely a theme in there. Do you have any ambivalence about
glorifying war and violence? Does anything like this come out in your
scripts?
RD: I
think there's a difference between games that incorporate
representations of violence into their play – for example, chess,
or cops & robbers, or Stratego – and games that are
violent for the sake of gratuitous gore. Yes, a lot of the games I've
worked on have a violent aspect to them, but if you look at them
closely, you'll find that particularly with the Clancy games,
we have a code of ethics that we build into them that I'm comfortable
with.
There's
a big difference, at least to me, between randomly mowing down
pedestrians and innocent bystanders, and working with a scenario
where you're trying to save someone or accomplish a goal, and in-game
violence is a possible means to a greater end.
For my
part, I'm much more interested in things like getting the player
involved in the tactical puzzles and intrigue than I am in gore for
the sake of splattering bodily fluids on the screen. Every game I've
worked on, I've learned something – about games, about the subject
material, you name it - and that's really the pull from project to
project.
What's
your favorite story moment in the Clancy series?
RD: The
structure of story in the Clancy games has really changed from
the early days,
when it was in large part something that happened in between
missions, to now,
when it's thoroughly interwoven with every aspect of the gameplay. I'd say
the story moment I like best from the most recent round of Clancy games
is in Double Agent,
when Sam is given the choice of letting the terrorists
take out the cruise ship – and a lot of innocent people with it – or
stopping them, and risk getting someone he's got a personal
attachment to killed.
It's the
first time a choice really stepped up and smacked me in the face
with its potential consequences, and Dan Gordon and Sabi Shabtai, the writers
who developed the story – I came on to the project later –
deserve a lot of
credit for going someplace that didn't pull any punches.
What's
your views on the place of story in games? How does that balance with
gameplay, especially in action-oriented titles?
RD:
First of all, I think what we do isn't really story, per se. It's
narrative. We create a narrative framework within a game for the
player to act as the hero within, and then they create their own,
unique story using the tools and framework we've given them. And
that's how it should be – we're an interactive medium, after all,
and players should be doing things, not having things told to
them.
That
being said, I think a strong narrative is an important thing to
include with gameplay in action and shooter titles. The better the
foundation that the backstory and setting creates, the more
believable and immersive the action is, and the more the player
believes in what they're doing (as opposed to, say, just mashing
buttons).
Providing
a strong narrative and strong characters, giving the player reasons
to advance and to care about what they're doing – these are
important things that narrative can accomplish, and which can benefit
a game tremendously if they're done well.
Do players really care about stories in games - for instance, in the
Tom Clancy games? Does the action just take over?
RD: If
people didn't care about story, there wouldn't be quite so much
kvetching about it
in reviews, I think.
That
being said, for a lot of games, narrative works like an umpire in baseball
– if you notice it, it's doing something wrong. In a lot of games, all the
story needs to do is to ease you into the fantasy and provide immersion
in the scenario. At that point, the fact that the action takes over is
a good thing, story-wise – it means the player isn't sitting there thinking
"Wait a minute, that character's motivation is totally
unrealistic" or
"Wouldn't international banking laws have rendered that mission
objective impossible?"
or, well, you get the idea.
If the
narrative – as manifested in the dialogue and the objectives –
does nothing except help keep the player in the game and moving
forward of their own volition, to create their own experiences, it's
doing exactly what it needs to.