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Breaking Into Games Writing?
Posted by
kdawson
on Mon Nov 24, 2008 09:03 PM
from the ripping-good-yarn dept.
from the ripping-good-yarn dept.
An anonymous reader writes "One of the biggest complaints I hear from 'discerning' gamers is how few and far between well-written games are. Titles like Mass Effect and the Black Isle series just appear far too rarely. Writing and storyboarding are aspects of the industry that have always appealed to me — I'm an enthusiastic hobby gamer with a real passion for well-developed games. But there's very little guidance out there on getting exposure as a writer in this world. I'm interested in working in the field, freelance/part time initially as I break in, then with an eye to professional employ after a time. My questions to you are: How can I get involved in writing for the game industry? Are there any game startups out there with good design but weak story that could use writing help from a college graduate? How do the big guys get people to write for them — am I just going to the wrong booths at the job fairs? What kind of degrees or relevant experience in the field are they looking for? Should I just put on my Planescape t-shirt and stand outside in the rain?"
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Submission: Breaking Into Games Writing by Anonymous Coward
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Bioware (Score:5, Informative)
Bioware has repeatedly had contests where they've asked the community to open up the NWN toolset, write some dialogue and send it to them. The proof is in the pudding.
And it should be noted that writing typical fiction or exposition is different from writing threaded dialogue in a game, hence that is why they ask people to submit basic mods made in their toolset.
Re: (Score:3)
The cynic in me says maybe it is just a way to sell more games to wanna be writers... a come on, like "can you draw the pirate" on a matchbook.
Re:Bioware (Score:5, Informative)
Parent
Job offers came to me that way as well. (Score:5, Interesting)
That being said, being published in other areas can help as well, though I still feel that writing for games is a very different skill set than typical writing.
Parent
Re:Bioware (Score:4, Informative)
Bioware has repeatedly had contests where they've asked the community to open up the NWN toolset, write some dialogue and send it to them. The proof is in the pudding.
CD Project Red (The Witcher [thewitcher.com]) are doing the same thing, and my team has won two out of four stages of the current contest [thewitcher.com], come second in one stage, and ducked out of one; we're probably favourites to be overall winners. I have to admit I got involved in this competition to build up a modding team towards doing a commercial independent game, but I think that it's at present extremely difficult to break into even the indie games market, let alone the 'big' games market.
Also, writers are not the most sought-after talent. 3D modellers are probably that - but concept art is also important. So if you're good at storyboarding, work on your 2D art skills.
Then, find a game which you enjoy which makes it's content creation toolkit available to the community (Bioware, Bethesda, CD Projekt Red - there's a lot of buzz at present about the new Bioware toolkit which will come with Dragon Age [bioware.com]), hang out in the forums, get a feel of which modding team has got its act most together, and talk to them.
And it should be noted that writing typical fiction or exposition is different from writing threaded dialogue in a game, hence that is why they ask people to submit basic mods made in their toolset.
This is absolutely true. Non-linear narratives which work for the reader/player/user/audience are very much harder to write well than linear narratives, and the more freedom you allow the player the harder it is to craft a satisfying narrative. This doesn't make it not worth doing - on the contrary, like the GPP, it is my ambition to produce a really excellent story-driven game.
Parent
Re: (Score:3, Informative)
No, Bioware directly hires from these contests.
First buy a book of sci fi cliches. (Score:5, Funny)
Then buy a photocopier.
Then buy one of those automatic card shuffling machines.
Next, photocopy the cliche book and use the shuffling machine to introduce "originality" to your creations.
Seriously, WTF? What writing is there for games that isn't complete (literary, not computer-y) hackery? You're not exactly competing with Dickens. You're not even competing with Dick.
Re:First buy a book of sci fi cliches. (Score:5, Funny)
You're not exactly competing with Dickens. You're not even competing with Dick.
Unless he wants to work in the field of porn videogames, which also suffers from a lack of quality writing.
Parent
Re:First buy a book of sci fi cliches. (Score:5, Interesting)
Unless he wants to work in the field of porn videogames, which also suffers from a lack of quality writing.
Actually, you'd be surprised: In Japan, the genre of "interactive erotic novel" is vast and surprisingly high quality; many of the stories being good enough to be popular even when the "interactive" and "erotic" parts get stripped out for TV or other media~
(Though I will concede that I have yet to see an original english language game that didn't suck :( )
Parent
Re:First buy a book of sci fi cliches. (Score:4, Funny)
Parent
Re: (Score:3, Informative)
However, these are "interactive novels", "choose your own adventure" -books rather than video games - no, the ability to chose which guy/girl/alien you fuck midway through doesn't make them a video game. As such, they don't suffer from the problems real
Re: (Score:3, Interesting)
And I still think Planescape Torment actually had some literary quality. Feel free to disagree.
Re:First buy a book of sci fi cliches. (Score:4, Insightful)
Being funny takes a LOT of intelligence, as most people who try to be funny for a living quickly discover.
Parent
Re: (Score:3, Insightful)
Re:First buy a book of sci fi cliches. (Score:4, Insightful)
The ability to write a competant Space Opera is not "photocopy the cliche book and use the shuffling machine to introduce "originality" to your creations."
Lot's of games are ruined by a poor sense of aesthetics, even if they are technically competant. Portal wouldn't have been Portal with out a well written GladOS, even if the puzzles were exactly the same. System Shock wouldn't have it's current reputation if the story had been a neglected after thought.
One thing about me is I've read a lot of Dickens, a lot. Great writer. However, he was also writing popular, sentimental stuff for the masses. In fact, the format he was publishing in was the 19th century equivalent of the TV soap opera.
People miss that fact constantly. Most of the people who we think of as great writers these days were writing for the masses and popular acclaim, not for ivory tower intellectuals. When people disdain "popular" trash, and like some modern literature that only appeals to a very small segment of the population, they are just being snobs. A lot of the popular stuff is poor quality, but so is a lot of the elitist stuff.
Parent
Re:First buy a book of sci fi cliches. (Score:4, Funny)
Or worse, EA could crank out an FPS version of The Name of the Rose...
Parent
Re: (Score:3, Interesting)
Then buy a photocopier.
Then buy one of those automatic card shuffling machines.
Next, photocopy the cliche book and use the shuffling machine to introduce "originality" to your creations.
Seriously, WTF? What writing is there for games that isn't complete (literary, not computer-y) hackery? You're not exactly competing with Dickens. You're not even competing with Dick.
Is the wrong answer.
Yes, 'computer games' (I personally prefer 'interactive fiction', but that may be pretentious) is a young artform. Yes, we're still struggling to learn how to create compelling interactive narratives. But unless you have an ambition not merely to compete with Dickens and Shakespeare, but to equal them don't even bother trying. The market for games is hard enough to break into anyway - there's no market at all for badly written games.
Correction.
There's no market at all for game writing.
The most popular games out there: Deer Hunter, Guitar Hero, Flash-based puzzle games, Texas Hold 'Em sims for phones, the latest FPS... Pretty much no "writing" required at all.
The closest you will get is writing "quests" for MMO games, and the demands there are shockingly light as well.
Most people play computer games for the action (and/or to socialize with each other), not for the storytelling. If they want a story, they will turn to a story-telling m
Re: (Score:3, Insightful)
There are some genres that try to tell a story (especially FPSes seem to want that now and of course the obligatory RPGs) but yeah, the real mass market that flash games, Deer Hunter, card games, the Wii, etc serve doesn't want a story, it wants something that's fun instantly rather than spending hours on buildup and whatnot. Mostly because to people who don't spend all their time gaming a videogame is something that passes a short amount of time between other activities.
They don't (Score:5, Insightful)
I don't think the issue is so much that games companies can't find good writers, it's more they won't pay for it. So you get some designer/coder throwing shit together at the last minute.
Re:They don't (Score:5, Informative)
And the people who do have good writing and aren't an RPG often outsource their writing to one of the many many many companies in LA which have staff writers for TV and Film.
A few programs on Cartoon network for instance farm out their screenplays to script doctoring companies.
If you want to write for games you probably will be working for a multi-purpose writing agency.
Parent
Re:They don't (Score:4, Interesting)
Writing is an art, and with any art-form there are huge numbers of highly talented people willing to do it for free.
And probably larger numbers who are shit and also want to do it for free.
Ergo, it's not a question of payment, it's a question of the games companies sifting through a lot of writers to find good cheap ones (because I'd bet a lot of money there are many of these out there).
Parent
Bioware (Score:3, Informative)
Bioware is one company that I always seem to see writing positions open for... now whether you take that as a good thing or a bad thing I guess depends on your perspective. They usually have a written component that you can submit (ie an original story set in genre X or based on Bioware game X) which, they say, can override any educational qualification.
Austin, Texas [bioware.com]
Edmonton, Alberta [bioware.com]
Yes, believe it or not Bioware is actually a Canadian company.
It's a Job (Score:5, Insightful)
First, you find companies that actually do what you're trying to get into doing. Don't apply to companies that aren't using writers for their games if you want to be a writer for games.
Second, you put together your portfolio. In the case of games, you'll want to have some dynamic media - sketched storyboards (art shouldn't matter too much, so keep it simple), play or movie scripts, and/or, ideally, game mods that have your name in the writer: line.
Third, you have to work hard, get lucky, make friends, and generally be very nice to people who often deserve it but sometimes do not.
Re: (Score:2)
Re:It's a Job (Score:5, Informative)
Here's my experience:
A year before Bioshock shipped, I applied for a QA position at Irrational Boston. After five years of unemployment, I still have no idea why they hired me, but I wasn't about to argue. Fast-forward three months in QA, some game balance analysis writeups I'd done caught Ken Levine's eye and gave him the impression I was quasi-literate. For my part, I simply didn't have the heart to correct him.
A month later I was working fulltime on script proofing, then editing, story structure, helping direct voiceover recording sessions, and finally voiceover production (take selection & compositing).
So, some tips:
1) Get a QA position at a development studio where you are actually working hand in hand with the developers. Do NOT get a QA position at a publisher's degenerate nerd stockyard - busing tables or suicide would be preferable to that.
2) Get your foot in the door any way you can, no matter how low or menial you have to start, and once you're inside show them what you're capable of. Without pissing off your manager.
This is a young industry, there's a lot of movement potential if you've got the chops. Get out there and amaze people.
--Ryvar
Parent
Re:It's a Job (Score:5, Funny)
A year before Bioshock shipped...
This must be some new designation for numbering years that I was not previously aware of.
Parent
Re: (Score:3, Insightful)
Re: (Score:3, Insightful)
>I've been playing computer games since about 1977. When does it stop being a young industry?
Prostitution: Thousands of years old
Printing books: Hundreds of years old
Film: ~150 years old (~400 years old if you count camera obscura)
Radio: ~100 years old
Television: ~80 years old (commercially)
Computer games: ~30 years old
Computer gaming is still a young industry.
No (Score:3)
There are a billion other kids who want to write games and chances are that they are better than you.
It's like wanting to be a major sports figure. There are only 5000 people in major sports. The likelihood that you will be one of them out of the millions of other kids is slim and none.
Are you really that good? If you think you're not. then well, you're not.
Re:No (Score:4, Informative)
There aren't a billion other people who want to write games. The people who write games are usually freelance writers who are at the right place at the right time when a job opens up on Craigslist. Then they're given a crappy cliche sci-fi story that they have to fill in with dialog and they have a few weeks to do it. That's in the lucky occasion that they hire a writer at all, and not have the game designer throw some copy together over the weekend. Writing just isn't really on the radar in the games industry. There are a couple of companies where that's their bread and butter like Bioware or Bethesda, but other than that writing is tacked on as an afterthought. If there were a billion kids out there whose dream is to write for games, don't you think there would be better writing in games?
Parent
Re:No (Score:5, Insightful)
More power to him, I say.
Parent
Degrees? (Score:3, Insightful)
Write. Write often. Then forget games and get into movies and television.
Planescape, I don't think so (Score:2, Informative)
Planescape, while entertaining, isn't very highly regarded by many of my game-writing collegues.
Games and writing in games has moved on a great bit since PS:T and the skills required from a game writer today are different from back then:
- Ability to write in a short, very precise fashion while still maintaining character and flavor.
- Ability to write in a fashion that includes the user and gives him the illusion of choice.
- Ability to write scenarios that work for games, which means giving the user control
gaming is how i got my start (Score:4, Interesting)
Now I do database programming. Better hours, better money. I use that money and free time to tinker with games.
Kingdom of Loathing (Score:2, Insightful)
Some of the larger game publishers could learn a thing or two from Kingdom of Loathing [kingdomofloathing.com]. It's witty, engaging, and has a great development team who are constantly adding content. The best aspect, though, is that it's up to you whether you play casual or hardcore. I really appreciate that.
DANGER (Score:5, Insightful)
I wish I knew. (Score:5, Interesting)
Valve seems to get this. Look at Left 4 Dead, a game with a two word story (ZOMBIES! RUN!), and how much they actually focused on dialogue and characterization for these four random survivors. Portal, too. They hired a long time industry writer specifically for that game. They get it. A little good writing goes a long way.
The problem, I think, is how little it takes to go that extra distance. Games are not novels, not most of them anyway. The fact that it only takes one good writer to work over a story for entertainment value and consistency means that, for most games, the writer's market is microscopic.
However, I think one potential way to get involved in this aspect of the industry might be MMO quest design. MMOs generally rely on massive amounts of inordinately boring quests made interesting only by the addition of a few paragraphs of clever description. Here there's at least a demand for written content that will last beyond the game's first six hours. Bioware and Blizzard both had some promising quest-design job offerings in the past, although the postings usually vanish before I can read them.
Just get used to the idea of never really owning your material. That's one of the big hitches that I see with writing in the gaming industry. Once you write it, it's no longer yours. With films, there's the script, which someone owns and gets royalties on. With network series, I'm not exactly sure who owns what, but the writers are at least entitled to royalties when their work is used. As the Writer's Guild fought for recently.
I'm pretty sure the Writer's Guild hasn't touched the games industry. My understanding is that, with games, you don't own the writing unless your work existed before the game did and they pay you to use it, which is rare enough to be excluded to most non-bestselling authors.
Re:I wish I knew. (Score:4, Funny)
Or, they do realize it, decide right up front that they need to bring in at least one semi-competent writer, and then get stuck in a situation like this:
[Cue the flashback music and effects]
"Whatever happened to that writer guy, anyway? He was here for a few days last month, sat in Paul's office for a few hours and then disappeared. We have a deadline coming up next week and all I have is a handful of notes he left on a napkin and an auto-reply from his email saying that he's out of the office until last Tuesday."
"Yeah, about that... He has been sitting in a hotel room down the street, which Paul was paying for, and writing. On his own, without letting anyone see it until he was done. Thing is, he's really a novelist and I don't think he quite understands what we needed. I showed him the tool set, some of the storyboards we had worked out early on, and all that, but what he sent me looks like a manuscript for a book. Paul still believes in him, but he took off for Brighton this morning and now I'm going to have to find someone who can turn this wreck into something we can use."
"I'm someone, aren't I?"
"Yup. It's either you or that guy in the art department who keeps trying to hide drawings of penises in all the stained glass windows."
"Okay. I'll go get my shovel..."
And the road to schlock is paved with good intentions.
Parent
Re:I wish I knew. (Score:5, Informative)
You are right the Writer's Guild hasn't touched the games industry. Having shipped multiple titles with shitty dialogue (both written and spoken), dialogue just isn't a priority. Hell, I'd wish we'd just cut half the dialogue most of the time. We're making games here people, not a fucking book or movie. Somewhere along the way games got hi-jacked with all this narative bullshit.
You know what the first mod for Wow was? Fast Quest Text, which became so popular that Blizzard made it that option officially supported. Most gamers (or us game devs) just don't care about dialogue, so your premise that dialogue is half-assed is correct.
From the above it would seem, I'm against dialogue. I'm not. I'm just of the philosophy "Less is More". One reason GTA 3 worked so well, is that there was NO spoken dialogue. That was brilliant.
I think part of the problem is that it's just too hard too tell the difference between crappy dialogue, and average dialogue. And more importantly, it just takes too long, and too much money for GOOD dialogue, when in the end it just doesn't matter unless you're going to make me sit through some lame cutscene I can't skip. I imagine comedian writers for TV sitcoms must struggle to come up with something fresh all the time, but in most games, dialogue just isn't that important to gameplay -- it is a secondary effect.
The orginal submitter is in for a tough sell.
Parent
Re: (Score:3, Insightful)
Mods (Score:4, Insightful)
It's a little different writing well for a game, because you need to have you're fleshed out story-arc, which meshes with the gameplay, which can be brought in often enough that it moves the story forward, all without annoying the user. You're not writing a Novel, remember...
You'll probably get turned down at first at a lot of places (lots of people want to help with mods, but can't code/model, so they try to be writers...), but if you're actually any good then you'll find a crew.
Good Luck!
I don't really know for sure.. (Score:4, Insightful)
Should I just put on my Planescape t-shirt and stand outside in the rain?"
No, you should write your heart out and send it to as many people as possible. No degree in writing means anything if you can't prove you're what someone is looking for.
I personally would not hire anybody for a creative job if the main focal point of their application was a degree. That basically sends the wrong message.
The proof is in the pudding and like all games related jobs, see if you can get involved in open source projects first, so you have some direct prior work.
Re-write the following dialog in English (Score:5, Funny)
http://en.wikipedia.org/wiki/All_your_base_are_belong_to_us#Game_transcript [wikipedia.org]
Interactive Fiction (Score:4, Informative)
Others have mentioned just writing.
But for writing (and programming) a *game*, possibly writing a text adventure would be good practice. For example, using Inform (http://en.wikipedia.org/wiki/Inform [wikipedia.org]), you can write games that practically anybody with any computer/PDA/etc. ever made can play.
I think there is still at least one yearly contest (with a relatively tiny prize) for the best interactive fiction game.
The problem is structural (Score:3, Interesting)
The problem is not the writers, it's the structure in which they work. Games make part of the story unpredictable, through the player's choices. That's actually not such a problem; letting the player choose what to say and do just means more writing. The problem is when the player can choose who to talk to and who comes with him.
Game writers don't know which conversations will happen, when they'll happen, or which characters will be there when it does. NPCs that travel with the player can't say much because their lines have to be optional, and the player can't say much without it feeling forced. The people the player meets can say all they want, but they can only say it to the player, who is almost certainly a stranger to them. The result is a long series of monologues directed at the player, most of which will be skipped or skimmed. That sucks, even if the monologues themselves are top notch.
Speaking from experience... (Score:5, Informative)
As a writer and designer currently in the game industry, let me show you my pokemons.
I started off writing and designing pen-and-paper role-playing games, and writing a column for RPG.net. This helped me build a portfolio and greatly expanded my contact list. When the time came to enter the video game industry as a writer, those samples and references helped me get in.
In my spare time I did as much writing and design as possible, in whatever areas I could get my hands on: news writing, graphic design, web design, and the creation of a fake fast-food franchise run by ninja named Ninja Burger ( http://www.ninjaburger.com/ [ninjaburger.com] ). Again, when the time came to get into video games, all that experience helped immensely. Design is design; writing is writing. The more you do of each, the better you get at it. I wrote about games, I designed games... I even co-wrote and co-designed a MUD ( http://www.iconoclast.org/ [iconoclast.org] ), but my time spent designing church bulletins, editing news columns, writing copy for a comic book catalog and doing technical writing all helped me learn not just the ropes, but all the knots as well.
In the end, breaking in for me came down to being in the right place at the right time. A friend of mine worked for a game company, and she got me the interview, but at that point it was up to me to close the deal, and my portfolio, references and samples were what did that.
In short, you can't wait by the stream for the ship to come in. You need to build your own raft, and when the ship sails by, you need to paddle yourself out to it.
Get ready by reading some books on game writing and design. I've reviewed a bunch of them for Slashdot over the years:
http://games.slashdot.org/article.pl?sid=08/11/25/0046222 [slashdot.org]
http://books.slashdot.org/article.pl?sid=07/01/31/1445235 [slashdot.org]
http://books.slashdot.org/article.pl?sid=07/12/05/1420215 [slashdot.org]
http://books.slashdot.org/books/06/02/27/1445214.shtml [slashdot.org]
http://books.slashdot.org/article.pl?sid=08/06/18/149246 [slashdot.org]
http://books.slashdot.org/article.pl?sid=08/09/09/0527214 [slashdot.org]
You're writing needs to improve. (Score:4, Insightful)
One of the biggest complaints I hear from 'discerning' gamers is how few and far between well-written games are. Titles like Mass Effect and the Black Isle series just appear far too rarely. Writing and storyboarding are aspects of the industry that have always appealed to me -- I'm an enthusiastic hobby gamer with a real passion for well-developed games. But there's very little guidance out there on getting exposure as a writer in this world. I'm interested in working in the field, freelance/part time initially as I break in, then with an eye to professional employ after a time. My questions to you are: How can I get involved in writing for the game industry? Are there any game startups out there with good design but weak story that could use writing help from a college graduate? How do the big guys get people to write for them -- am I just going to the wrong booths at the job fairs? What kind of degrees or relevant experience in the field are they looking for? Should I just put on my Planescape t-shirt and stand outside in the rain?"
You don't write well enough. Go re-read Strunk. You should be writing at least this well:
Well-written games are few and far between. Mass Effect and the Black Isle series do have good writing, but they're exceptions, not the rule.
Writing and storyboarding appeal to me. I'm an hobby gamer with a passion for well-developed games. But there's little guidance on getting into the game world as a writer. I'm interested in freelance/part time work as I break in, then professional employ.
How can I get into writing for the game industry? Are there game startups with good design but weak story? How do the big guys find writers? Am I going to the wrong booths at the job fairs? What degrees or experience are game companies looking for? Should I just put on my Planescape T-shirt and stand outside in the rain?
You need a tough English teacher, or a tough editor, to make you tighten up your prose.
Show off your chops via the pyweek contest. (Score:3, Insightful)
Every 6 months pyweek.org runs a game contest. Join forces with a team that has the programming side but needs someone for the story side of it.
Seems like it would be the perfect way to show off and hone you skills.
Sean
Computer Assisted Storyboarding (Score:3, Informative)
One of my game designer colleagues (now a successful comic writer) suggested to use programs for storyboarding.
My colleague uses Dramatica http://www.dramatica.com/ [dramatica.com]
but it seems Movie Magic Screenwriter is more suitable for movies/series http://www.screenplay.com/ [screenplay.com]
There is also an open source alternative:
http://celtx.com/ [celtx.com]
These programs direct you in your writing, and are also able to suggest plots.
He strongly recommends that you MUST follow rules to write a storyboard.
These programs are perfect for forcing you to declare all interactions, and it also eases the addition of new characters.
Of course, the programs won't write the storyboard for you.
Find an appealing plot, then build some charismatic heroes.
Good luck !
Hey dumbass (Score:5, Informative)
Watch moderators waste their points on your post
In case you haven't figured it out yet, Anonymous Cowards always post at 0. Since a post can only go down to -1, only one point is required to squish your post. And plenty of people are now getting 10 points in a single round of moderation, which makes it even easier.
But thanks for playing!
Parent