What
do you see as the biggest failure in game writing right now?
RD: I'd
say the biggest failure in game writing that we're facing is the lack
of recognition
that we are, in fact, doing game writing. Too many games are still
trying to be novels or movies or other forms when it comes to their narrative,
instead of taking advantage of the things that games can do that nothing
else can. Part of this is, I think, a failure of language - we really
don't have a frame of reference for looking at game writing, so we have to
borrow one from the movies, and it doesn't quite fit right.
I'd also
say that we're falling down when it comes to writing tutorials. They're
some of the first writing a player runs into in the game, and they provide
some of the most important information to the player, but they often feel
like they were written last or in a hurry. Plus, they generally talk directly
to the player, which breaks the fourth wall right at the time you're
really hoping to establish immersion – right when the player first gets
into the game.
Is
anybody getting it right?
RD: I
think there are more than a few people out there getting it right, or
at least
moving in the right direction. I know that Ubi has really made this a priority,
and the results that we've seen in the
games that have been coming out
are, in my opinion, pretty good.
Other
games? Half-Life 2 did an excellent job of it. Bioware's
stuff is always interesting, and I'm really looking forward to seeing
what they did with Mass Effect. The God of War series –
never mind that Edith Hamilton might not recognize it, it manages to
find that Euripedean vibe in a way that really works. I'm halfway
through Hotel Dusk, and I like what that's doing so
far. So it's not that there isn't good stuff out there, it's just
that I think that we have plenty of room
to keep getting better.
Can
you think of examples of games that have really failed in their
efforts to
incorporate story?
RD: I
think where you see the failure to incorporate narrative into games
is in games
that try too hard to enforce their pre-set storyline. When the flow
of the game
naturally leads the player to do something – say, to identify the character
who's going to betray them – but refuses to let the player do anything
about it, then suddenly the story has become detached from the game.
At this
point seeing "immersive storyline!" as a bullet point on
the back of a box
doesn't really tell me anything, because "immersive story"
is not something
you can quantify or calculate like the number of levels or game modes.
You
hosted several roundtables at GDC on the topic of narrative in games.
What impressed you most about those discussions?
RD: Two
aspects of the discussion really impressed me. The first was the
sheer breadth of the debate. People were coming at the issue from all
sides and really taking into account all of the aspects of game
narrative, from the artistic to the utilitarian. All of that got
brought to the table and held up for everyone, and I think the
richness of the conversation – let's put it this way, I'm still
transcribing the notes – was a direct result.
The
other element that I found to be exceedingly positive was the
understanding of narrative and the roles it can play in a game. It's
very easy to fall into groupthink or repeating the same old
complaints, and instead the conversation showed how much people have
been thinking about what narrative can and should do. We're moving
past talking about game narratives like they're movie stories, and
into a place where we can discuss them within the context of games.
Any
other sessions at GDC you thought were particularly insightful on
this subject?
RD:
Susan O'Connor always has great perspectives on game writing, and I
thought that a lot of the material presented in the Interactive
Storytelling Boot Camp – Daniel Erickson's, in particular – was
extremely useful.
Beyond
that, I actually spent much of this year's conference looking at
non-writing material. One of the points that kept on getting hammered
in the round tables involved interaction with other disciplines, so I
spent most of my time at the conference trying to soak up as much of
those other viewpoints as I could.