Writer's Guild Nominates Game Writing 81
Ars Technica's Opposable Thumbs blog notes that the Writer's Guild of America stepped back from the picket line long enough to nominate a few 2007 games for great writing. Unfortunately, their nominees suck. The list of nominees consists of: "Crash of the Titans, Written by Christopher Mitchell, Sierra Entertainment. Dead Head Fred, Written by Dave Ellis and Adam Cogan, D3 Publisher. The Simpsons Game, Lead Writer Matt Selman, Written by Tim Long and Matt Warburton, Dialogue by Jeff Poliquin, Electronic Arts. The Witcher, Lead Story Designer Artur Ganszyniec, Dialogue Sebastian Stepien, Additional Dialogue Marcin Blacha, Writers Sande Chen and Anne Toole, Atari. World in Conflict, Story Design Christofer Emgard, Story Consultant Larry Bond, Script Consultant Ed Zuckerman, Sierra Entertainment." No Mass Effect? Nothing at all from the Orange Box? No BioShock? For shame, WGA.
Game writers members of WGA? (Score:3, Insightful)
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Considering the titles - I'd tend to agree that the only ones eligible for this award were union written ones.
So, you're saying that Portal was great then? (Score:5, Insightful)
But it also poses the greatest threat to the WGA. Just look at how it was developed. Yes, they had professional writers in the various cabals, and those guys are venerated for their work. Yet their development structure gave everyone input.
Create an environment where extremely creative people who specialize in different disciplines inspire each other to great heights, and the result is greater than any could achieve in their own domain, were turf boundaries established. To do so, however, requires an egalitarian environment antithetical to the traditional management/labor divide. Enslaved masses, forward!
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Portal has some of the best writing in the history of gaming. The settings are generally visually bland, and the way the writing compliments, contrasts and enhances the environment is amazing.
As the gameplay alone would make that game playable, it shows Valve's commitment to their craft that they took the time and the money to work in dialog that actually made me laugh out loud. In a puzzle game with one talking character!
Having a simple story doesn't mean you don't have good writing.
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Still, what I mean by simple is that the amount of writing, acting, is minimal compared to many games. More than some like bedazzled, but like I said, less than bioshock.
We never got a huge amount of back story, nor met anybody but the computer other than some writings in hidden spots.
Having a simple story doesn't mean you don't have good writing.
Yes, but it might cost you some consideration in an award like this.
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Add to t
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Just a guess but I would bet nominations such as this come from within the WGA, instead of polling the game industry (or
Yeah stepped back from the picket lines alright... (Score:2)
B> Why on earth would the WGA want to promote *game* writing... hmmmm... more union members mebbe?
Re:Yeah stepped back from the picket lines alright (Score:2)
If I recall correctly one of the reason Quinten Tarantino can't be nominated for a bunch of different awards is that he refused to join most of the guilds.
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Now, I don't think this model would work very well in the game environment. But in the
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The AMPTP isn't willing to negotiate anything, they just want to make demands.
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I don't understand what they mean by jurisdiction here. Surely the WGA isn't a law enforcement organisation? It's just a union, right? Aren't writers, be they for TV series, animation or games, free to choose their own union to represent them? How can the alliance stop writers from choosing their own union? H
Jurisdiction (Score:2)
As I understand it, the WGA has an exclusive deal with the members of the AMPTP (the producers' alliance) in certain areas. For example, NBC has agreed th
Union monopolies (Score:2)
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Actually, looking at my previous post, I was unintentionally misleading. Let me clarify:
I mentioned that NBC (for example) has agreed to only employ WGA members for its sitcoms. But what happens if they want to hire you, and you're not a WGA mem
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I have been giving the residuals vs. salary issue some thought recently and here are my initial conclusions. There are two categories of product, finite and infinite. "Finite" products are those that require labor to reproduce, including both goods (cars, computers, etc.) and services (customer support, waiting tables at a restaurant, etc.). Then there are products that are "infinite" (essentially intellectual property), such as scripts, movies, computer games, and recorded music. All of these things can now be reproduced infinitely with trivial effort.
Corporations that sell finite goods can only sell them once; if they want more of them to sell, they must rely on new labor efforts, for which the laborers must be compensated. Corporations that sell infinite goods can sell extremely cheap-to-produce reproductions of their products with no practical limits, and do not require more labor to make them (except for DVD pressings or servers hosting the material for example, which typically represent a tiny fraction of production costs).
Now we address fairness in each of these types of product. Finite products produce a predictable revenue, that can be examined to see if the compensation to the laborers who produced it is considered "fair." Infinite products produce a very unpredictable revenue, that can vary substantially. A movie that performs poorly can make a tenth of what a box office success can make. In this case, the "fairness" of compensation, measured by the ratio of the salary paid to the laborer to the revenue from sales, can vary wildly.
It seems to me that laborers in "infinite" production industries have a very good argument for residuals, from the perspective of fairness.
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Although frankly, if they want residuals in the games industry, they can get the fuck in line. Behind the programmers, artists, animators, fx guys, et al. (Same goes for the actors - fuck you! You want royalties on a performance that took you at most a week? We slaved over that game for over three years, working evenings, weekends, you name it).
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You can't just write it off based on how much time it took. Time is a poor measure of value. If you sic two programmers independently on the same task, the final product matters more than the time it took to produce (within reason).
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Just because programming a game takes a large amount of perspiration and effort over a long period of time doesn't mean you can demote programmers to the lowly status of labourer. A great programmer is as much of an artist as a great writer. Writing well structured, reusable code is hard.
While I realise having a good writer, like having a good salesman, is indispensable. And can make a huge difference to your profitability. So is having a good programmer. Good talent should be rewarded in every discipline.
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A game with great gameplay and crap writing will be a far bigger success than a game with crap gameplay and great writing. Sure, if you're making an RPG, you're mostly relying on the storyline to drive your game. But for the vast majority
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Okay, I don't know if everyone's enter some alternate universe or something, but residues on computer games are extremely stupid to talk about. At all.
Residues are what you get from later sales. With movies, it's TV and DVDs, with TV, it's syndication and DVDs (and not the internet, apparently).
TV and movie writers are either on a flat salary, or paid per episode/for the movie, which covers them for the original airing. (And with movie writers, often they get a cut of the net.) And then they have residues
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I agree with you completely, but to be fair, "programmers should get royalties" does not equate to "writers should not get royalties." In Hollywood, gains earned b
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You aren't paying for the actor's time.
You are paying for his talent and resources. You are paying because he was right for the part.
You are paying for the marquee value of his name.
In the animated film, the voices are recorded first. The vocal performance, the personality of the actor, shapes the design and animation of the character
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You are paying for his talent and resources. You are paying because he was right for the part.
You are paying for the marquee value of his name.
In the animated film, the voices are recorded first. The vocal performance, the personality of the actor, shapes the design and animation of the character.
Not the case in games, trust me. Not only that, but I seriously disagree with the practice of using A-list actors in games. I'd much rather use agency voice actors; the big na
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http://en.wikipedia.org/wiki/Rivalrous [wikipedia.org]
A related concept is "excludability".
http://en.wikipedia.org/wiki/Excludability [wikipedia.org]
One can make a matrix of these two categories and place most products into one of the quadrants.
Music recordings used to be rival/excludable. You could only get them on CD (or tape). If you were using that CD then someone else could not (rival). CDs cost money at the store and such are excludable. It is pretty easy to make money on goods that are rival/excludable as long as people want those goods.
Digital technology has turned music recordings into nonrival/nonexcludable. I can rip your CD and we can now both listen to the music (nonrival). One could put that recording on the internet making it available to everyone (nonexcludable). It is extremely difficult to make money on goods that are nonrival/nonexcludable. DRM technology is an attempt to move goods like this back towards rival/excludable.
Some argue that once your product becomes nonrival/nonexcludable then you shouldn't try to change your product to be profitable but should instead change your business model to fit the new marketplace. Treat the nonrival/nonexcludable product as advertising to sell something else that is rival or excludable -- like concerts or t-shirts.
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IANAE: I Am Not An Economist
I knew I wasn't the first person to think of these things, thanks for pointing out the proper terminology. I guess my contribution, which is probably not some new concept, is to relate the concept of "rivalrous" to labor compensation as opposed to just product consumption. If I was an economics grad student instead of a EE, I might have had myself a juicy little thesis topic.
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Problem is that t-shirts can be cheaply reproduced (buy the concert t-shirt for $25 or download the images and make one myself for $18 online), and concerts are an extremely limited revenue generator that using CD's & downloads as advertising doesn't make sense.
What we will more likely see is streaming subscription services. Lock the user in, stream the information so
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If your time to reproduce a tshirt is worth less than $7 then it makes sense for you to do that. Now try to sell your bootleg tshirt. You have to undercut the real band so your time is worth even less now. You have to be physically present to sell the shirts so the risk of legal trouble is greater than nearly anonymous file sharing over the internet. The more money you make the more visible you become.
Physical CDs are rival and excludable. You can make
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Who says I have to sell the bootleg t-shirt? Just as sharing MP3's is trivial, sharing t-shirt graphics is trivial, and easy for anybody to make it online. You don't have to enter the market to subvert it.
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The key thing you are forgetting is that the corporation must sell the "infinite good." Yes the cost to reproduce is cheap, but the cost to find another customer increases.
If you want to sell more of a
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Tangible: car; back massage
Intangible: entertainment; pleasantry
The (official) search for the proper way to quantise intangibles has been on for almost a decade, but the last time I read anything about it was in the Wall Street Journal about seven years ago.
Less than impressed. (Score:1, Redundant)
And I looked at animation and simpsons gets -most- of the nominations there, too... Where is South Park? I'm assuming they aren't union because Season 11 is definitely my favorite season. (Season 8 is second favorite.)
Personally, if this is the kind of quality the WGA can offer, I'd rather they stay
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Not all of the games up there suck... But it's certainly more like a list of games that had union writers than any list of good story lines in games.
Uh oh. (Score:5, Funny)
Witcher (Score:4, Insightful)
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I thought the World In Conflict storyline for the single-player game was pretty good. Maybe not great, but it was solid writing. I particularly like the non science fiction alternate history aspect of it.
Of course, nobody really played it, since almost everyone who plays that plays nothing but multiplayer, either at the total-n00b level on the public servers, or the "we're professional gamers who play to make a living" on the clan servers. There doesn't seem to be much of a middle ground, which is why
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But part of what makes the game good is that it isn't your typical fantasy.
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What the hell (Score:2)
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Really (Score:2, Interesting)
Eligibility for awards (Score:2, Informative)
A lot of speculation on eligibility for awards. The TFA has a link to the awards site that includes eligibility. Here are two excerpts:
"Work that was not produced under WGA jurisdiction may be submitted...."
"At the time the script is submitted, the credited writer(s) of the game must be, or apply to become, a member of the WGA's New Media Caucus...."
The writers work must be nominated, it sounds like typically by a writer. Since these aren't yet high profile awards, the writers who bothered to s
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I read this as "WGA's New Media Circus".
World in Conflict (Score:3, Interesting)
What's the "shame"? (Score:1)
The writer's guild is a business that supports business, just doing the business of making sure that the guild itself will be supported in the future. From the wga article:
This isn't the laws of robotics. No doubt the second "purpose" over
An ominous sign (Score:2)
Don't get me wrong. I'm all for people getting a fair shake. But trust me, dealing with the WGA, SAG, the DGA, etc. is a fucking nightmare of epic proportions. When they come, they bring a whole slew of major headaches.
What? (Score:1)
They are only doing this (Score:2)
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FYI, this is factually incorrect.
To understand why, you need to know a bit about what the WGA does. Among other things, the WGA negotiates something called the "Minimum Basic Agreement," or "MBA" for short. As the name suggests, the MBA offers a kind of minimum wage. Individual writers are free to negotiate better terms than the MBA provides, but the studios have agreed not to pay less than the MBA decrees.
Now, i