What Writing For Games Is Really Like 73
Gamasutra is running a transcript of a recent podcast, in which host Tom Kim interviewed the well-respected games scriptwriter Susan O'Connor. She talks about what it was like to write for games as diverse as Star Wars Galaxies, Gears of War, and Bioshock. She and Kim go into what the process of writing for games entails, the increasingly interesting Writer's Game Conference at the Austin Games Conference, the interplay between designer and writer, and what it is like to write for and as a woman in a male-dominated industry. O'Connor comments: "You can look at someone like Ang Lee, who makes these incredibly powerful movies in English set definitely in America, and yet he's not from here and English is not his first language. So I think there's something to be said as a female writer writing male characters. It does take a little bit more work to get inside of their heads, but you do have that luxury of being and outsider and being able to see it with fresh eyes."
What it writing for games is really like? (Score:4, Funny)
Swi
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I think that the next release of Gears will have much more story and context.
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The dialog wasn't too bad. It just didn't constitute a story.
-stormin
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Huh? (Score:2, Funny)
What It Editing for Slashdot is Really Like
Get your act together guys...
OOG LIKE ARTICLE (Score:4, Funny)
OOF LIKE ARTICLE! It good accurate. Oog graduate summa cum laude from cave in hills. Oog make Oog parents very proud! Oog father disappointed at first, because he want Oog be rock repairman too. But Oog have special calling. Oog study mainly rocks and mixing thing together at cave, with minor in English lit. Oog get job as game developing with Grond and Thunk Incorporated!
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Wow... (Score:1)
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Now I'm convinced... (Score:1, Offtopic)
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interesting hypothesis and 100% plausible .. but still, only a hypothesis.
anyway, the "offtopic" mod u got is quite a shame
From reading these comments (Score:4, Insightful)
How about tips on (Score:5, Insightful)
Writers are looked at as the non skilled segment (they're not coders, ergo they aren't important), but all the best games have kick butt writers.
We need more of the better writers, and when we get them, Gears of War, Oblivion, etc. will be the stone age of gaming, instead of contenders for examples of the golden age.
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Anything is better with good writing, but few games depend on it, and judging from prime tim
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And who would have thought that the same guy who voiced Raziel was also Handy Smurf?!
I miss my LOK/Soul Reaver fix... make another one... please...
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Kain is more than a vampire. He's the Nietzschean ubermensch. Henning et al captured that philosophy incredibly, and the VA was, as has been said, I've never seen a game with better voice acting.
"Alas, poor Nupraptor. I knew him well... Well, not really."
Re:How about tips on (Score:5, Funny)
Do you REALLY want that?
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It depends on if you use cheat codes or not. It's kind of like Super C for NES.
I didn't contradict you (Score:2)
We need more game story writing contests (more than we have now) to see what creativity is out there.
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Then who will write our books?
These are the line of defense against fanfic.
With writers, it depends. Some are good and some are bad. Sometimes a good one is bad for a particular project.
The killer though, is the writer - good or bad - who doesn't seem to realize it's a video game. Those get tuned out and treated as unimportant, 'cause... You try to straighten 'em out, then.
A lot of gamers/devs love to read well written things and recognize skill when they see it. One being treated as a member of the un
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Of course, how to get into design, well... there are already a lot of great articles on
Podcast (Score:4, Informative)
-Peter
Game Writing Is Easy (Score:5, Funny)
2. Decide who all base are belong to.
3. ????
4. Profit!
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Justification (Score:5, Funny)
As a guy, that is my justification for playing female characters and dressing them up all nice and pretty, or running around in nothing but underwear...
Posted anonymously for obvious reasons...
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Posted anonymously for obvious reasons...
umm...
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James Munro, pseudonym E V Thompson.
Samuel Richardson
Sir Walter Scott
That took thirty seconds on Google. Now, while I would love to be able to agree with you, I just can't. Not only because I'm not sure exactly what you said in your first sentence, but because the above men have all been successful "writters" of trash romance.
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Oh wait, the direct equivalent in that case would be porno writing.
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Isn't the video game story the direct male equivalent of the trashy romance novel? Garbage writing that plays directly on our basal need for fantasy.
Oh wait, the direct equivalent in that case would be porno writing.
pretty insigtful, too bad i already distributed my mod points. .. she is also made of the same meat :) .. and if u believe that half-lie, u will be in the same trouble she gets into by negating her own meat and primal instincts.
few obs though:
- there are millions of women that play games but i havent heard of many men enjoying those trash romance novels
- dont believe 100% when a woman says she needs romance more than pure sex
and porno does not really need writing .. you dont need scenario to enjoy
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I've been skeptical since forever when it comes to women authors, especially in male-oriented genres, but I read Robin Hobb's [wikipedia.org] "Assassin's Apprentice", and it was quite good. I'd never would have guessed it was by a female author.
On a tangent about writers and games (Score:1)
Anyway the thing is, the game proved so successful it was made it into a book *afterwards*.
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Choose your own adventure (Score:4, Interesting)
I am an avid reader, and a game coder, but I just don't see how it is possible to achieve great writing in a medium where the chief goal is leading towards allowing the player as much freedom as possible to create his own narrative.
How do you get recognized as a brilliant writer when the gamer is free to abuse, play around, suck, rule, kick ass, get his/her ass kicked, and provide the fixed text that an NPC ultimately says to you for 'getting to that point'. Its an impossible task.
There are games where I felt the writing was very good, like Fire Emblem, or God of War, or to reach back abit, the original Myst, but the writing has to serve to the game, which is to say it has to be there and not make you notice it rather than stand out for being awesome.
Half of me wishes the gaming industry was capable of attracting better writing talent, but the key is to attract writers who are aware of the purpose of writing for a game. It should not be an attempt to *justify* your in-game experience (think of all the over the top cheesy narratives written over games that lacked the gameplay mechanics and immersiveness to do it justice,) its merely to enhance the suspension of disbelief and level and match the level of requested immersion from the player.
Note how it is generally accepted that being an amazing and accomplished writer does not mean you can write a good screen play, or how playwrights arn't neccessarily slam-dunk book authors. I just can't shake the feeling that games will always share, albeit to a lesser degree, a commonality with porn - the narrative of the game simply isn't that central to a good gaming experience (I'm not refuting that some games have good writing, or have even been saved by the writing) just like the writing in porn isn't that central to good porn. I feel that its pretty much a permenant condition
Re:Choose your own adventure (Score:4, Interesting)
However!
but I just don't see how it is possible to achieve great writing in a medium where the chief goal is leading towards allowing the player as much freedom as possible to create his own narrative.
I'm not convinced this is necesarily the case. I grant you, there are some great sandboxy games out there that allow the player a ton of freedom... but looking back at some of the games that I really enjoyed playing or thought had great stories, a lot of them were pretty linear. I don't think we'll stop seeing game creators explore either end of that spectrum anytime soon.
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That's one direction the medium is going, to be sure, and honestly I doubt we'll ever get there with handwritten narratives; to achieve that goal will require something like the book in "The Diamond Age" with sufficient smarts to make up a compelling story as it goes along.
But there are plenty of games out there with mu
Re:Choose your own adventure (Score:4, Funny)
True story: My computer didn't have quicktime installed (or had some problem with QT) when I played the first Myst game. So, all the puzzles worked, but none of the story full-motion videos did. I was, of course, none-the-wiser to this and played through the entire game without ever knowing what the heck was going on--I thought that was part of the "mystique." Every time I would encounter one of those books with the movies in it, I just saw a black square, which at the time I had assumed was some kind of puzzle I just hadn't figured out yet. You can only imagine how confused I was when I got the the end of the game and there's a bunch of text regarding all these characters and their conflict which I had apparently been participating in all along.
For what it's worth, though, I still liked the game. What others are saying here is probably true. A good storyline always takes backseat to good gameplay.
-Grym
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Right now, a lot of professional games seem to have very limited writing, and it's not just a function of bad writing but of gameplay. I recently played the Zelda-like RPG Okami, for instance, and found that there was almost no innovation in NPC interaction over the first Final Fantasy: walk up to people who stand there like idiots and hit one button to read a one-way dialogue blurb. There are notable exceptions like the Elder Scrolls series, and PC ga
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I think that this is the core reason why stories in games suck for most part, they are considered fillers, stuff that doesn't really matter at all and that is simply there to fill a few holes that the gameplay left. No surprise that you don't get a good story that way. As long as developers continue to consider story as filler things won't change. It is like with movies, if you simply take the story as filler between your special effects filled space battles you wi
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I am an avid reader, and a game coder, but I just don't see how it is possible to achieve great writing in a medium where the chief goal is leading towards allowing the player as much freedom as possible to create his own narrative.
It's actually quite simple: Stop treating it like a narrative. Think of a soundtrack for a movie. It is there as background. It sets tone, and helps communicate what is going onscreen. The music doesn't tell the story though.
You can have a well designed, open-ended game where the player has total control of their 'story'. The job of the game writer isn't to tell the players story, it is to tell the story of the world. To breathe life into the virtual space the player is occupying, giving it depth a
Why gaming can't attract writers.... (Score:2)
Half of me wishes the gaming industry was capable of attracting better writing talent, but the key is to attract writers who are aware of the purpose of writing for a game.
I think the problem the games industry has with attracting writers is basically down to price.
Novels can be very lucrative -- ask J.K. Rowling. So can TV and cinema.
Why? They have a large market. Gaming is still very much a fringe pursuit. To compete with moving pictures and books on writers' take-home-pay, they'd have to allocate a
Neat! (Score:1)
Don't have much experience with Gears myself... (Score:2)
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I didn't see the ending, but the story "demons/aliens/boogeymen attack earth and must be destroyed" is hardly a new idea. They came out
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I mean, I played through Gears and actually slightly cared if the football player died or not, so I guess that's a minor victory right there-- whether I give a crap about a NPC dying. To contrast, though, the cut-scenes in Halo 2 are so well-written that they'd be above average for motion pictures.
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God I wanted to shoot that guy.
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Halo/Halo2 had excellent voice acting. That is what made their cut-scenes work so well. The story in Halo isn't the best, but it's not the worst either. What bumps it up is that it is well executed, and Bungie put a lot of effort into the background material, giving the world some weight.
Would be nice if Capcom had hired her (Score:3, Informative)
http://blakeyrat.com/2007/01/lost-planet.html [blakeyrat.com]
To quote myself:
So all in all, Lost Planet is a pretty good game with a really lame story. Which is pretty much par for the course for most console FPS games. Hell, most FPS games period. But it still upsets me because, of all the low-hanging fruit, the story is the lowest hanging and it still hasn't been plucked. Sad, really.
Game Industry Writers = Male Dominated? (Score:1)
Kinda flamebait (Score:2)
Writing for Games Well is a Subtle Skill (Score:2)
Dialog is just another opportunity (Score:3, Insightful)
To be vulgar, it's just another asset -- like models, textures, sound, animation, and effects. It would be foolish for a developer to discount the need for quality in any of those other sorts of assets, and it's foolish to write off dialog as something players won't be interested in.
Caveat 1: I'm distinguishing between dialog and plot, because plotting is like game design, in that it happens behind the scenes and is expressed through other assets. In other words, while "writing" in novels means a lot of things other than dialog, almost all of the writing that goes into games is dialog.
Caveat 2: I work at Double Fine Productions, which is run by Tim Shafer. Tim has a reputation as one of the better writers in the game industry, and to be honest, I'm not sure I'd have the same appreciation for good game dialog if I hadn't worked on Psychonauts.