Hollywood Reporter on Game Writing 52
Via GameSetWatch, a story at the Hollywood reporter site on the process of writing a videogame. From the article: "'For me, writing is like gold,' says David Perry, president of Atari's Shiny Entertainment studio. 'It saddens me a lot that many video game companies don't hire triple-A writers and that they use their game designers instead. That's why, when real writers look at video game stories, they kind of roll their eyes. But that's something that I see changing, I really do.'" This guy probably has more than a little bit to do with that.
Writing a good game is unbelievably hard. (Score:5, Insightful)
Also, the expectations for 'game time' are way beyond what a film offers. The amount of dialog in some games is comparable to a novel (those epic RPGs with 20, 30, 40+ hours in them). No wonder the quality suffers.
Re:Writing a good game is unbelievably hard. (Score:2)
No, that's not actually true. You forget that by far the biggest time-consumer in an RPG is combat, which has very little text compared to dialogue.
The reason most RPG stories stuck (even Final Fantasy stories) is that their inspiration is typically fantasy literature, which has always had a potboiler reputation, and because their target audience is easily impressed wi
Re:Writing a good game is unbelievably hard. (Score:2)
However more open-ended games like Knights of the Old Republic, Fa
Re:Writing a good game is unbelievably hard. (Score:3, Insightful)
One way to overcome this is to leave some of the "story" in the mind of the reader. It's not easy to do itself, but when it works it can be potent. This is one of the things that make Nethack interesting, in that the game is so complex that it begs
adventure games (Score:2, Insightful)
Re:adventure games (Score:2)
This is the right thing to pick... (Score:4, Insightful)
How many of us play Super Mario for the story? Or Sly Cooper? Or Ikaruga? I'd much rather see fun games with crappy or non-existant stories than great stories with a crappy game wrapped around it.
I've shelved quite a few games due to control problems or difficulty frustrations, but I've never put down a game that was fun to play because the story was sub-par.
Re:This is the right thing to pick... (Score:1, Insightful)
Re:This is the right thing to pick... (Score:2)
For the record, Sierra always had good, fleshed out stories. And so did Lucasarts, and Infocom. It's with the FPS's that the good stories seemed to take second seat to graphics, but this has changed to, with Half-life 2 and Halo getting credit for good back stories.
John Carmack knows what he does (Score:2)
When we want a superbly well-rounded game, I'll ask Bungie or the Zelda team at Nintendo.
Re:John Carmack knows what he does (Score:2)
Rob
Re:This is the right thing to pick... (Score:3, Interesting)
I've shelved quite a few games due to control problems or difficulty frustrations, but I've never put down a game that was fun to play because the story was sub-par.
I have a different perspective. I enjoy FPS games, for the most part. I enjoy both the multiplayer and single player modes. Of all the FPS games out there, I think I've played all the way through two of them in my entire life. The reason for that is that game play inevitably becomes repetitive. Run and shoot and shoot and run. Gee, after ab
Re:This is the right thing to pick... (Score:2)
The story and QTE in Shenmue was what kept me hooked.
My point is that the first thing any game needs is good, fun, and/or interesting mechanics.
Would you have finished either of those games if the AI was crap, it was too easy, and it just didn't seem fun?
Story is important in some games, but solid gameplay mechanics still come first because if the _only_ thing I wan
Reminds me of another game... (Score:1)
Re:This is the right thing to pick... (Score:1)
RPG: Too many to mention. Final Fantasy and KOTOR stand out.
RTS: Warcraft 3
Not-sure-what category: GTA
Adventure: Every friggin one
If developers really needed to cut somewhere, I would cut on graphics. I would rather have great gameplay, a great story, and decent graphics over great gameplay, a crappy story, and good graphics. The exception would be FPSs. That genre lives and dies
Re:This is the right thing to pick... (Score:2)
If you have to choose between great gameplay mechanics and a great story, you pick gameplay mechanics.
It doesn't matter if every single other thing about a game is great, if it's a chore to play, people will set it down.
And for what it's worth, I don't think I was advocating spending the money on graphics. Just like I'd rather have fun with no story, I'd rather have fun with sub-
Re:This is the right thing to pick... (Score:1)
Re:This is the right thing to pick... (Score:2)
Re:This is the right thing to pick... (Score:1)
Its the games that have *both* that are the ones everybody has to have. Think Halo, Metal Gear Solid, etc. Those are the games that are all around well-built, and that includes the story.
The obvious exception is online multiplayer modes. Like UT or Quake. Even Command and Conquer. Playing against other people IS the point, so you don't care about the story.
But then again, you've got WoW and the like, where the story is actually important again..
Re:This is the right thing to pick... (Score:2)
I say cut the graphics first. A strong plot with strong gameplay makes for a great game no matter what it looks like. The classics from 10 years ago stand out because they have awesome gameplay, not because they're graphically impressive. One of the reasons Nethack is so brilliant is that the graphics are so simple that most developer effort can be put into balancing game play.
So cu
Re:This is the right thing to pick... (Score:2)
Money of course.
Re:This is the right thing to pick... (Score:1)
No dear, sales are not important at all.
Re:This is the right thing to pick... (Score:2)
Even more traditional games, such as first-person shooters, can benefit greatly from a good story. Without the story, Half-Life and Deus Ex wou
Re:This is the right thing to pick... (Score:2)
The point I was making is that it doesn't matter how great the story is if a game is a chore to play.
hahaha (Score:3, Insightful)
Just the thought of a Hollywood writer rolling their eyes at *anything* seems so laughable to me. I mean... COME ON, Hollywood is where the stupidest stories in the world are thought up!
The worst movies are based on games, actually (Score:2)
Even next to such pedestrian fare as the run-of-the-mill Ahnold ouvre... Well, "Kindergarten Cop" would pretty well kick the pants of any "Warcraft" title. Not to mention the painful voice acting.
(My choice for a model gaming company in this sense would be the pre-MS Bungie. Marathon Series
Re:hahaha (Score:2)
A game is not a story. A game is a place. (Score:2)
If there's too much "story" in a video game, you end up with what the industry derisvely calls a "track ride", where the player is locked onto a track and must ride through the storyline. Once that was necessary, because we couldn't build big free-play worlds. Today, it's not. We're also past the "cut-scene era", where the cut scenes had the good graphics while the game graphics looked like crap. That's been fixed.
It's hard for scre
Re:A game is not a story. A game is a place. (Score:1)
Since then, I've been hooked on playing games just to get to the story. Neverwinter Nights? Played because of the story. Warcraft 3? Played because of the story.
I can put down a game with fantastic graphics and great gameplay, but if it doesn't have a story, I'll probably get bored with it fairly quicky and not pick it up ever
Re:A game is not a story. A game is a place. (Score:2)
The future is AI-driven NPCs that can say and do something clever in response to events. It's not some voice-over "These are the Mountains of Dispair, which you must cross".
Maybe, maybe not. The thing you are missing is the dialogue and actions of the NPCs (whether AI or actor driven) have to be written. A good game for me includes a good story that provides motivation and a framework for action. The problem is, by focusing too much on just the gameplay, games end up hiring a third-rate hack that writes
Re:A game is not a story. A game is a place. (Score:1)
Everything you do requires a narrative framework in which to do it, otherwise you have a nihilistic sandbox with no victory condition. Games require rules, victory conditions, and the ability to act in regard to the rules, else it's not a game by definition. Whether you recognize it or not, the idea of the game is simply a narrative in motion.
If pl
It's both (Score:2)
A bunch of examples I can think of
The latter three are on rails to some extent since each level is somewhat mission oriented, but there's an evolving story in all of the above that's quite engaging. You can ignore the main plot line in Morrowind for at least 50 hours
MCA anyone? (Score:1)
Re:MCA anyone? (Score:2)
Re:MCA anyone? (Score:2)
He's responsible for one of the great games rarely played
Re:MCA anyone? (Score:1)
Re:MCA anyone? (Score:2)
Re:MCA anyone? (Score:2)
True Interactive Storytelling (Score:1)
Chris Crawford is the one everyone should be listening to. Especially his latest book. Every game "writer" should have this on their shelf.
http://en.wikipedia.org/wiki/Chris_Crawford_(game_ designer) [wikipedia.org]
http://www.amazon.com/gp/product/0321278909/qid=11 38049708/sr=8-2/ref=pd_bbs_2/102-9723489-7707326?n =507846&s=books&v=glance [amazon.com]
A couple of issues (Score:2, Insightful)
The second issue, I guess, regards the purpose of the game itself. Should the gam
And for game movies? (Score:2)
Maybe if Hollywood had a better track record of non-suckage I might agree with the reporter...
Apples and oranges (Score:3, Insightful)
Video games are closer to television then they are to books or movies in term of content. Movies and books have long interwoven stories that are built on character development and plot twists for entertainment. Because video games give the player choices plot twists are more difficult to pull of without making the player feel like they have no control. Television and video game have much different paths to follow for entertainment.
Sports broadcasts: Sports games
Cartoons: Platformers
Documentaries: historical games
Reality TV: the Sims
Dramas and thrillers: adventure games and action games
Sci fi and fantasy shows: RPGs
So to me the better comparison for games writing would be the writers for television shows.
You don't watch The Kids Next Door, Ed Edd and Eddie, or Totally Spies for the plot, just like you don't play Mario, Ratchet and Clank, or Jak and Daxter for the plot either. If you're watching TV for a plot you watch shows like 24 or lost, if you are playing games for the plot you play games like the longest journey or killer 7. Just like television not all the writers are that great, but there are some good ones, and they are getting better.
Although television is closer it is still not a perfect comparison. In television the viewer has no control and this gives e writers a lot les to worry about. A script writer never has to worry about "what if the protagonist decides not to peruse the antagonist." They know that the protagonist will do it because they say he will. In games to more choices you take away from the player the less they feel they are playing the game and more they feel they are watching the game. It's a hard balance to maintain and it is a challenge that is pretty unique to writing for games.
Right.... (Score:2)
I understand what he's talking about, I just don't see where he's coming from on this though.