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Gumpngreen
05-09-2007, 04:39 PM
http://arstechnica.com/articles/culture/game-writing-1.ars

Personally I wouldn't laud Half Life 2 as having great writing but overall the article makes some good points.



The problem with writing in games is that we point out when it's terrible, but we don't praise it enough when it's good. Consider Half-Life 2.

Half-Life 2: the writing
helped as much as the graphics

In the beginning of the game, you're just another desperate citizen pushed through processing before entering the city. People around you are muttering, and if this is your first time playing, you'll likely amazed by the graphics and the Source engine. It's beautiful. Then the megascreen on the building pops up and Dr. Breen appears to explain why the aliens have taken away our ability to reproduce. The quality of the writing makes it worth quoting at length:

Let me read a letter I recently received. "Dear Dr. Breen. Why has the Combine seen fit to suppress our reproductive cycle? Sincerely, A Concerned Citizen."

Thank you for writing, Concerned. Of course your question touches on one of the basic biological impulses, with all its associated hopes and fears for the future of the species. I also detect some unspoken questions. Do our benefactors really know what's best for us? What gives them the right to make this kind of decision for mankind? Will they ever deactivate the suppression field and let us breed again?

Allow me to address the anxieties underlying your concerns, rather than try to answer every possible question you might have left unvoiced. First, let us consider the fact that for the first time ever, as a species, immortality is in our reach. This simple fact has far-reaching implications. It requires radical rethinking and revision of our genetic imperatives. It also requires planning and forethought that run in direct opposition to our neural pre-sets.

I find it helpful at times like these to remind myself that our true enemy is Instinct. Instinct was our mother when we were an infant species. Instinct coddled us and kept us safe in those hardscrabble years when we hardened our sticks and cooked our first meals above a meager fire and started at the shadows that leapt upon the cavern's walls.

But inseparable from Instinct is its dark twin, Superstition. Instinct is inextricably bound to unreasoning impulses, and today we clearly see its true nature. Instinct has just become aware of its irrelevance, and like a cornered beast, it will not go down without a bloody fight.

Instinct would inflict a fatal injury on our species. Instinct creates its own oppressors, and bids us rise up against them. Instinct tells us that the unknown is a threat, rather than an opportunity. Instinct slyly and covertly compels us away from change and progress. Instinct, therefore, must be expunged. It must be fought tooth and nail, beginning with the basest of human urges: The urge to reproduce.

We should thank our benefactors for giving us respite from this overpowering force. They have thrown a switch and exorcised our demons in a single stroke. They have given us the strength we never could have summoned to overcome this compulsion. They have given us purpose. They have turned our eyes toward the stars.

Let me assure you that the suppressing field will be shut off on the day that we have mastered ourselves...the day we can prove we no longer need it. And that day of transformation, I have it on good authority, is close at hand.

This scene sent chills down my spine. The human race has become a collection of cattle, shoved into the ghettos to be controlled and handled. It was a terrifying portrait of lost humanity; we didn't even have the ability to create new life. That chill I felt wasn't created by the graphics: the writing did it.

Half-Life 2 is loaded with powerful moments like this, and the writing worked with the technology to make the game a modern classic. Bad writing could have turned the same game into a B-novel of the ripest variety. But the very success of the game points up the weakness of game writing in general, and it begs the question: why don't we have more examples of scenes like this? What, exactly, is the problem?

This week, we'll take a look at the problem. Next week, we'll talk to someone who's part of the solution: Susan O'Connor, writer on titles like Gears of War and Bioshock.

Why writing isn't taken seriously

The number one reason writing isn't taken more seriously in gaming is that writing doesn't translate into dollars. Top-selling games do fine without good writing or compelling characters. As fans of the art of gaming, though, we're concerned with making games better, not just selling more copies. Emphasizing words and dialogue would raise the quality of almost every game on the market; even games lauded for being literary, like Hotel Dusk, usually have subpar writing when compared to any other medium.

We're so starved for writing that when we're thrown a bone with a few scraps on it, we treat it like steak. We need to stop going gaga over games that are simply wordy and start caring more about quality and emotional impact. Do we praise a game because it's a step in the right direction or because memorable lines and characters populate its world? Sales chart routinely show games with barely passable writing in the top ten, while games with excellent writing—Beyond Good and Evil, Grim Fandango, System Shock—become critical favorites but rarely make the charts. In fact, from a purely financial perspective, good writing can seem almost detrimental.

Even when the writers try to turn out a quality plot, they often end up with nothing more than a steaming pile of clichés and a few cardboard characters. The reason isn't hard to find.
We write what we know. And we are geeks

Bioshock promises a more
literate experience

Ken Levine is designing Bioshock, a game that draws on the work of Ayn Rand for its story and setting. He may be painting in broad strokes here, but his brutal take on game writers has the ring of truth to it. "Most video game people have read one book and seen one movie in their life, which is Lord of the Rings and Aliens or variations of that," Levine told MTV News, adding, "There's great things in that, but you need some variety."

This is one of the biggest problems in game writing. People that want to make games spend much of their time playing games, usually old-school titles that feature mostly subpar writing and a handful of rehashed concepts. But gamers who spend most of their free time playing games are going to be hard-pressed to draw on the wide set of cultural touchstones needed to give your title the resonance and weight that most games lack.

When writers feed into a closed system (their minds) data that comes from an industry that draws from the same four or five influences, the same attitude and set of clichés are going to pop right back out: bullet time and barbarians, force fields and regurgitated dialogue from Star Wars. The best games (in terms of story and concepts) come from people who allow themselves to become immersed in different cultures, influences, and writers.

The answer to this problem is easy to say and hard to do, like most things worthwhile. Writers need to get out more, need to read more than science fiction, and need to watch movies that don't involve guns. Go watch a good romantic comedy and ask yourself how you could turn it into a game. Look up some Coleridge and ask yourself why "Kubla Khan" is still an important poem, and what is suggests for the art of gaming.

The more time I spend learning about other kinds of art, the more I feel like I can understand games and the concepts behind them. One example: a few months ago I was standing in the Dalí museum looking at paintings, and I realized that the surrealist was painting gamers before we even knew who we were as a group. Dalí understood that truths sometimes work best when presented indirectly or through the lens of a fantastic vision, and he went about constructing some of the most bizarre and intriguing images of the century. Game designers looking to create alternate worlds of their own could do worse than look to Dalí for guidance.

The wider the influences, the more that a writer can bring to the table. The industry will be better for it.
The money men are against you

Here's a more difficult problem. If a game sells well without story or characters, then the money men did their jobs. They cut off spending to an area of a game that wasn't needed to get those sales, and that helps the profit margin. From the point of the view of the shareholders this is a good tradeoff, but if we want something approaching humanity or feeling in our games, this is just another case of money strangling us almost as we draw our first breath. Warren Spector has some depressing words for us in this area: "You don't want to know how many projects I've been told to 'just go make a shooter'. I had one publisher tell me 'you're not allowed to say "story" any more."

In other words, "Get back to work; people just want to blow stuff up!" If you're not working on what the publishers know will sell—and that's shooters with shallow stories or fighting games with laughable dialogue—you're not an efficient member of the team. They want you working on things that they can sell in a screenshot, tell to the press, and put as a bullet point on the back of the box. Deformable environments get coverage in the gaming press; strong story does not. From every objective angle it's not a good investment.

The only way I can think to fix this problem is to educate as many gamers as possible and get them to vote with their cash. If games with strong characters and evocative writing start to sell, the right people will notice.

While there are those of us who do care about such things, though, it may be that we're the small minority of the game-buying public. It could be that the publishers really are providing the majority what it wants. This may be a depressing picture, but we need to accept that many people won't ever view games as art, much as many people only see films as escapist entertainment.

And the bigger gaming gets as an industry, the more we'll see this happening. High-definition systems that require surround sound and teams of dozens, if not hundreds, of people are only going to make this worse. If you control the purse strings, do you want someone designing a new gun, or the dialogue? Guess which one will most affect your sales?

Fortunately, it's not quite a lost cause. There are a few ways that the industry can make things right.


Bring writers in earlier

This is easy and not even that expensive. As development budgets increase, it will get even be easier to "sneak" a writer in than it was when people tried to release games for the smallest initial investment. If you have a strong, able writer involved in your game from day one to shipping, you stand a better-than-average shot at having something that feels cohesive than if you bring in a writer a few months before launch.

Unfortunately, most developers don't think that way, believing that you can drop a writer in at the end of a project and everything will turn out just fine. it doesn't, and the end result is something akin to putting Neal Stephenson to work writing classified ad copy for your local alternative weekly newspaper.

While the design team can come up with basic concepts and even a bare-bones story for the game, having a writer there from the first day on would be a huge benefit to most games. Think of the writer as a filter: (s)he can look at everything from character design to building structure and figure out how it fits with the theme and message of the game. Having a strong character sketch of for each person in the game would also help artists work on things that are more meaningful than what kind of armor they will wear. Having strong dialogue from the jump would allow cut-scenes and cinematics to be more easily directed and to have more impact.

You can make a game world based on a dry design document, but having the story, character, and even plot done ahead of time will allow everyone do actual world building and infuse the experience with life and color instead of simply making "dystopian future earth #294." In the best-case scenario, the art should inspire the writer to do better work, which then inspires better artwork and assets. It should be a circular give-and-take between the team throughout production, and the only way that's possible is by having a writer involved as early as possible. Bringing a writer onto a team and giving them a week to do the job will just give us more of what we're stuck with now: stories shoe-horned into games that weren't built for them.
The auteur approach

One of the harder ways to handle game writing—and by extension game design—is to have one central personality who drives the entire project. This can be tough simply because it takes a lot of time to have the level of experience needed to step into that sort of role, and of course someone with money must trust you before they hand over the reins to your own game. David Cage, the writer and director of Indigo Prophecy, talks about the difficulty of having such control:

Working on an original project is both the worst curse and the most exciting thing that can happen in this industry. It's a curse because you go through periods of terrifying doubt. For two years you abandon all notions of a private life and forgo many hours of sleep because you are permanently looking for the right path, being simultaneously haunted by the idea that you may be completely mistaken and may be taking enormous risks.

It's also a fascinating experience because an original project allows you to construct your own vision, to test your convictions on the ground, to experience an extraordinary professional and human adventure with a team, with all the alternating periods of torment and euphoria that this implies.

Indigo Prophecy was all of that. This adventure taught me an enormous amount of things by forcing me to think about my vision of the future of this medium and how to make it evolve, sometimes by remaining true to its still-young traditions and sometimes by breaking away from them.


Indigo Prophecy's characters had actual
lives and believable motivations

While Indigo Prophecy broke apart in the final acts, the first half remains one of the most engrossing gaming experiences in recent memory. Mr. Cage wrote over 2,000 pages of design and dialogue for the game, ensuring that every scene and line worked with the larger whole. Cage is candid about how he wanted to make the game.

The purpose of this organization was to have an "auteur" approach to game creation, i.e. to create a context that gives one person full power to express his/her vision. This specifically made it possible to adopt strong-willed stances without constantly seeking compromises at all costs, which would have been disastrous for a project that claims to be innovative.

For me it is fundamental to have the director embodying the vision of the project: it is extremely rare for a truly original game to be developed without the creative vision of one person (from Shadow of the Colossus by Fumito Ueda to Psychonauts by Tim Schafer or Killer 7 by Gouichi Suda, or also Metal Gear Solid by Hideo Kojima).

Tim Schafer, who is named by everyone who enjoys good writing in games, also wears more than one hat when working on a game. In interviews he discusses his first job in the industry, which was with LucasArts, calling it "half creative writing and half programming." That background proved to be important for his style of game design. In a 2003 interview, Schaefer commented on how coming from a cross-disciplinary background provided him with a procedural way of thinking when it came to writing. "I mean it would be really hard to do if one person was doing the writing and one person was doing the programming," Schafer told Game Studies. "Because I've never written my dialog in a script program. I've always written it in SCUMM, or whatever language—into the code itself."

This sort of thinking and leadership role is common in other art forms, but gaming more often features a team approach. It's clear why inflectional games often have an outspoken and strong-willed name behind them. We're seeing personalities start to emerge that are able to work within the boundaries of the business and improve the state of game writing—a good thing.

While many of us wanted gaming to go mainstream, it was hard to imagine that with a broader audience story would take a back seat—the Michael Bay effect, in other words. Luckily for fans of story, we get enough games like Bully, Psychonauts, Half-Life 2, and Beyond Good and Evil to keep us hopeful for the future. Good writing is out there, and it's our job as fans to make sure we support it as much as we can.

Next week we'll hear from professional game writer Susan O'Connor, whose writing credits include Gears of War and Bioshock. Susan talked with Ars about words, her love for Guitar Hero, and the misery of having an actor butcher a line you've written.

Obviously those at XrucifiX are following this advice considering that I AM a writer. ;) But I'm quite busy with other aspects of business management and development so we have a dedicated writer.

Ransom v. Unman
05-09-2007, 06:16 PM
Wow... This has been my kind of forum today.

Dominic brought up RPGs in his post, and now you're talking about writing for video games. Beautiful!

I was actually bounsing around the Penny Arcade (www.penny-arcade.com) forums where there was actually a very extended discussion concerning this topic.

Video games are an art form. They can (and do) speak messages, teach values, and have become a powerful cultural force, and only continue to grow more influential. I laud anyone's efforts to bring out the full potential of this medium, especially in matters of scripting and storyline.

People say that we're learning more while growing dumber all the time. If one looks at the state of entertainment these days - where most of our society's "education" comes from - the explanation for this seems all to obvious. If we take advantage of this medium, we can turn it around.

Who knows? Maybe they'll actually have decent Christian video games some day? :p My prayers are with you gump. Keep it up. !thumbsup!

Gumpngreen
05-15-2007, 05:08 PM
http://arstechnica.com/articles/culture/game-writing-2.ars



Last week, when we began our series of articles on game writing, I knew that the topic would kick up some lively discussion, but I was unprepared for the flood of e-mails and messages I received once gamers and industry veterans had a chance to mull the issue over. Some people agreed with the points I made, some disagreed, but the best part of working on this series has been the chance to talk with so many people who take gaming seriously—people who see it as an emerging art form.

One of these conversations was intriguing enough that I asked the gentleman to organize his thoughts so we could include them in part two of our series on game writing. Ian Christy is currently the senior game designer at Radical, working on Crash of the Titans. He's been a part of the industry for 10 years, working on Starsiege, Tribes 2, Scarface, and "other odds and ends." With an academic background in visual design, illustration, film, and literature, as well as his extensive experience in the industry, he's uniquely equipped to look at game writing.

His basic premise? You can't just grab a writer and throw them into development to make a successful game; being able to understand how games work is an absolute necessity for wordsmiths. Here's Ian's take on the business and craft of writing for video games.
"Linear" and "user-driven" do not make for easy bedfellows

Writing for games is too often attempted as a linear exercise, which might be okay for an utterly linear game like Gears of War, but typically falls down the moment the game offers choices or branches, as the writing then has to adapt to cover emergent situations—not an easy thing to do. Throwing a film writer or novelist at a game architecture encounters this problem, especially when the person isn't an experienced gamer or doesn't play many open-world or RPG titles.

An open-world, user-driven game is a tough nugget to crack. Trying to infuse it with a linear story line is almost a paradox, because by its very nature, a completely user-driven experience means a user-defined narrative, where the developer provides the seeds, events, tools, and mechanics for users to employ and experience as they choose. However, married to an IP developed from a filmic source, the development team must find a way to saddle, or bridle, the open-world experience with an overarching linear narrative.
Three approaches to story-telling in games

There are a handful of approaches to this, though most boil down to treating story as something that is divided into chapters unlocked though player successes achieved in the open world. Some games are blatant about this, like Spider-Man 2, showing the player a checklist of goals needed to unlock another piece of story. The problem with this is how flat and lifeless the experience for the player is story-wise between chapters. Sure, the gameplay is king, but there could be more there to help the player feel invested as well as empowered.

Another approach is less overt: embedding the story into missions that exist in parallel and don't compete with each other directly, though one plot may occlude or cancel out another. This is the "choose your own adventure" approach that I like, though haven't seen it developed deeply or richly enough to date. Grand Theft Auto does this but eventually reins the player into a linear narrative that does progress the story. However, this story is often at odds with the gameplay that the player experiences otherwise. A great example of this is in the San Andreas installment, where my beefcake, cop-killing character is depicted in a cinematic cowering from a youth holding a pistol. The linear story did not adapt to the character's changes despite affording players so many, many ways to define said character for themselves.

A third approach is a hybrid of the first two: having "choose your own adventure" for taking over areas of the game worlds, thereby unlocking bookend-type missions that serve as progressive chapters in the overarching linear narrative. The difference is that players are rewarded for making their character act more like the specific IP's main protagonist. This approach uses that singular focus as a means to draw the player into the story being told, rather than laying story on a player after letting the player run about willy-nilly and creating a potentially contrary story on their own.

This last approach requires designing, building, and writing layers of contextually driven character dialogue, AI, and animations for every character in the game, with under-the-hood procedural systems to react not only to the player's actions but also to respond to massive compilations of statistics. The dynamically responsive results provide constant feedback to players on how well or poorly they are progressing toward the game's focal goals.



To enrich every character, the writer needs to constantly think about what each character's back story and perspectives are or might be. What motivates their actions? How would this character react, for instance, if she had this kind of line said to her by someone she's heard a lot of bad things about from someone who has arrived and is swaggering around her bar? Would she use the shotgun her mother, a real Mack Truck of a woman, had left to her years before? This is where literary and filmic traditions can really start to kick in.

Publishers often want some screenwriting star power, and make no mistake, those cats can be awesome scribes for dynamic dialogue and sensational situations. However, when presented with an architecture like the ones described above that are driven by design and gameplay structure, settling on an overarching story that suits gameplay can take quite a while. It also means that the designers need to deliver the hierarchy, the situations, the events, the characters—the "beats" of the story, so to speak. Only then might the typical novelist or Hollywood cat layer on the candy frosting that'll make everything shine.

Newer technology means a vastly improved ability to lace the game architecture with far more procedural and dynamic facets wherein micro-story can dwell and breathe. That is certainly one aspect of the learning curve ahead for storytelling on bigger and more divergently robust game experiences. (Note that I'm not including World of Warcraft as an example here, as I'm just considering single player examples. WoW and other multi-player games are pioneering a lot of wonderful emergent gameplay and storytelling situations, and certainly, writing for those games features exponentially more challenges than enriching a single player's experience.)

I've always adored the writing in the original Fallout 1 & 2 games from years ago: so many bits and pieces that there was no way to find every piece of the story in a single play through. The Lesbian Library especially stood out as a hallmark of absurdist comedic brilliance. Massive multiplayer games afford the opportunity to expand what Fallout poked its nose into. The trick is to have the means; WoW is a PC application only right now. Though massively popular, it's still not as far-reaching as could be on a console, once consoles can handle those sorts of server loads.
An immature medium needs mature writers

Ben's first article was great at pointing out the faults of writing for games from the perspective of back-story or global situation, and I certainly agree that games have a long way to go in fleshing out more genres and situations. Games as a storytelling medium need to mature, just as literature itself has through the advent of the printing press versus hand-scribed tomes. A wider audience, more accessible tools and outlets, diversified publishing outlets, etc., all changed the way books were written. Gears of War is an excellent example of a commercially viable product completely derived from both a handful of films and a handful of games, candied up as much as the newer engine and technology will allow. Better tools means better options, for sure, viscerally speaking at least.

But to improve the general quality of game writing, writers need to mature as interactive storytellers. What is often missing from the higher-profile games is story depth and intellectual maturity, or at least intellectual challenge, the subtle stuff. Gamer writing does still have a LOT of growing up to do, both to adapt and expand on the opportunities the technologies afford, but also to challenge and rethink the way stories are told, and to what extent, and how adaptively or emergently.

Writers and designers, who share every bit as much, if not more, blame for any game shipped with flat writing or flat gameplay experiences, need to get beyond the boundaries of their own discipline and learn to leverage everything else they can to enrich and empower their products. Telling a story around a campfire for a large crowd, for example, is not the same thing as scrawling a poem on the back of a beer label on a Mexican beach. The former is reactive; the cadence and content shift to respond to and best suit the audience. The latter, solitary route is "the man in the high tower" complex. Richer stories come from conjoined efforts. Not multiple chefs tripping over each other, but a group effort to create robust, rich experiences and narratives.

My coworker and our team's writer tested material on the team during the early days of the production process. Good call. We watched our soon-to-be-released trailer and laughed out loud, despite having heard all those jokes before in some fashion over the past year. Writing, especially, comedy, is tough and it takes time—and that's again just for the linear side of things.

Great writing comes from converting the energy of experience into product, and there is far more vitality in scouring the world at large for source than relying on someone else's pre-chewed, pre-digested output. Creating an open experience, a fully interactive and enriched game experience, is new and scarcely-plundered territory for gamers, but we need to pursue it in order to avoid the mainstream Michael Bay effect that diminishes story as productions chase the wallets of the lowest common denominator.
Final thoughts

Ian's piece is certainly an interesting look at what an industry veteran thinks about how to improve the writing in games. One thing everyone agrees on is that this isn't easy to do, and will mostly likely be a gradual process as people work through the problems, both financial and creative, to making gaming an art form with story and characters just as good as those in movies, television, or even novels.

Next week we'll hear from someone who makes her living writing games and deals with these problems every day. Stay tuned.

Gumpngreen
05-30-2007, 03:51 PM
And the finale:

http://arstechnica.com/articles/culture/game-writing-3.ars

I'm a writer, not a designer

The PS3 is $500 to $600. The 360 is $300 to $400. A good gaming PC can cost in the thousands. What we are we paying for? The more games I play these days, the more I see that many of the "next-gen" games are simply prettier versions of games we've already played. We're paying for more lines of resolution and audio that comes at us through more speakers. When we're able to put a human-looking character on the screen and make him or her look and act like an actual person, that presents a problem. What do we want that person to do? What do we want them to say?

Back when games featured a few colors and some simple sprites, we didn't need these characters to do much. Swing on that vine. Eat that mushroom. Asking how or why someone did something in a game is silly and rarely asked. Now we have the tools to make something that has special effects comparable to what we see at the movies, and we give control of this world over to a player who is going to wonder very quickly why he or she should care about what's going on when a button is pressed. The technology may be getting better, but the quality of the stories generally isn't.

During the past few weeks we've looked at this issue from a few angles: an overview with what's wrong and how we might fix it, as well as a broader look at the skill set a gaming storyteller needs to have before he or she can begin to improve the emotional involvement of the player. Now it's time to get straight to the source: let's talk to someone who actually writes games.

Susan O'Connor

Susan O'Connor has worked on many titles, from big blockbusters like Gears of War and Bioshock to more casual games like Shrek 2 and Finding Nemo. It's an impressive list that really spans age groups and gender gaps. In 2005, she founded the Game Writers Conference to get writers together and start sharing ideas about their work and the industry as a whole. O'Connor has been in the trenches for a long time trying to make sure that something interesting is being said in these games. After all, when the characters open their mouth, it's often her words that are coming out.

Ars Technica: Many people tell me that they want to write for games, but it's one of the few careers in gaming that is still shrouded in mystery. How does one become a game writer? Is it a matter of knowing people, or is there an actual career path?

Susan O'Connor: It's still the Wild West in terms of finding a position. But that's true for most creative jobs, not just writing. Personal connections help. The good news is that people in the gaming industry are easy to approach. The IGDA has chapters in most major cities, and they hold regular social events. There's one thing that future game writers can do while they wait for their big break, and that is write. Because if a job opens up, the first thing the studio will want is writing samples. Not in a week, but in an hour. And that's samples, plural! So it's not a bad idea for would-be game writers to give themselves a few writing assignments.

When someone's just starting out, any kind of samples will do, but dramatic pieces are probably best—film or television specs. But—here's the trick—the writer has to be ready to show the developer how they would write for an interactive medium. So a TV spec won't be enough. Here's another idea. They can write a "missing level" for an existing video game. And frankly, a lot of games cut levels at the last minute, so it's easy to find candidates for that kind of project! Just be ready to do a fair amount of game design along with your writing. Good times.

When you founded the Game Writer's Conference, who did you design it for: working writers or newbies?

We designed the GWC with working game writers in mind. Those are the guys that are in the trenches struggling with this new medium, day in, day out. So the sessions are definitely "inside baseball." That said, we've had screenwriters and novelists and journalists at the conference, and they've given us rave reviews. Writers are writers, after all. We're talking about the basic tenets of good writing—and then figuring out how to apply them to the interactive realm. The conference demystifies game writing. That's really the goal.

Ken Levine, from Irrational Games, has been quoted saying that games are the hardest medium for a writer. Do you agree?

Hell to the yes. It's tough. You're trying to craft a story for the player. He's the star. It's about him. But who the hell is he? How is he going to act? How is he going to play this game? How many times is he going to repeat this level? Imagine creating a gorgeous, emotionally complex scene, only to have the player suffer through it ten times because he can't get past this one level. Then imagine how much the player has learned to hate the story.

Player agency is the challenge every game writer faces.

Getting into the process

Ars: Are you involved in the process of coming up with the story, or is that usually settled, and you simply have to provide the characterization and detail work?

Susan: Ah, well... It's something I've been thinking about recently. In fact, I decided recently that I'm going to change the name of my web site. Storiesforgames is misleading. I hardly EVER write the stories. The developers do. They come up with some kind of story framework while they're coming up with the high-level gameplay concepts. By the time they bring me on, they've developed a production schedule and asset list around that story, so if I want to change it, well, that's my problem. :) It's my job to take that story and find a way to turn it into a script. Sometimes that's a simple process. Other times, not so much.

If I ran a studio, I'd bring a writer into the process at the absolute beginning so that they can help to work out the foundation of a good story right at the start. On my current project, I was able to work out the story structure before I started writing the script—and the experience between that and my past project has been like night and day. I solved most of the script problems before I wrote the script. Do you know what I mean? The large problems were solved, so I was able to focus on script-specific problems like characterization or dialog and also game-specific problems like "How can I make these NPCs talk to the player/camera without seeming like they're talking to a wall?"

Do you ever come up with a scene or situation and scrap it because it would be too difficult to design into a game?

All the time. And usually it's the best writing that gets scrapped, because that's the material that demands the greatest amount of player attention and developer resources. When players buy a game, they don't want a story per se. They want an experience. They want to BE in this world. Story bits push the player out. Suddenly they're watching something instead of experiencing something. So game writers have to find ways to almost trick the player into experiencing the story. Scripts have to be wicked short. The story has to slip in through the bathroom window.

It can be challenging to work
inside already well-defined worlds

A lot of the games you've worked on have some strong personalities behind them: Ken Levine with Bioshock, Cliffy-B with Gears of War, and of course everything in games like Star Wars Galaxies: Jump to Lightspeed has to be in line with the wishes of George Lucas. Explain the challenges of working on projects like these that have such a public face attached to them.

I don't envy those guys. It's their names at the top of the credit list, not mine. They've put themselves on the line, creatively. The amount of pressure they're under—it's inhuman. I learned a lot, having worked with these guys day in, day out. They're all brilliant in their own ways. They're very different, but they have one similarity: they have faith in themselves and in the process. Game studios are like sausage factories. The process is pretty gross; you can't believe that anything tasty will come out in the end. But these guys don't lose faith. And, frankly, it's a gamble—there's no sure thing. But they keep their eyes on the prize.

David Cage, who was the driving force behind Indigo Prophecy and the upcoming Heavy Rain, is a big fan of the auteur approach: having one personality driving an entire project. Have you ever wanted to head up a game in that capacity? If so, what would you like to create?

O'Connor also worked on Blacksite,
a game with a rich backstory

Ah, that would be a big "no" from me, for one simple reason: I don't want to design games. And if someone's going to be an auteur in the game world, then they have to love game design uber alles. I love writing. I knew from the age of 4 that I wanted to be a writer. If I want to be large and in charge, I'll write a novel. To be honest, I really enjoy the collaborative nature of game development. It's like being in college again, except with paychecks.

I think the cliché is that the writing in most games is bad, but in my opinion (and this has to be hard to hear as a writer) we only notice the writing in a game when it's not well done. Do you see a future where we'll be able to say "Oh, this game was written by this person; I can see their style in it?"

Your first comment is exactly right. The goal is to make the writing a seamless part of the experience. You DON'T want the player to think about the writing, except as a part of the overall experience. I think writers will work with game devs to find new ways of telling stories. Successful game writers will be part architects, part amusement-park designers, and part scribblers. As for celebrity status—the game industry doesn't have very many stars, period. A few game designers are out there, but what about the musicians, the level designers, the animators, the coders? Those guys all deserve to see their names in lights. But, of course, they don't want to. That's what I love about game devs. They're in it for the creative satisfaction, not the glory.

Have you ever written a line of dialogue only to have it butchered by the voice actor?

OH MY GOD YES LET'S NOT EVEN TALK ABOUT THIS I'LL GET UPSET.

If I ruled the world...

Ars: Let's say you have control over the gaming industry; you can do whatever you want. How would you make the writing in games better?

Susan O'Connor: I could write a treatise, but I'll keep it simple. I see the same two problems crop up on Every Single Project. They are:

1. Non-writers write the story, and
2. There is no time allotted for testing the story, once it's in the game

Everything in software dev is iterative. EVERYTHING gets tested. But not the story. On most of my projects, I don't hear the dialog in-game until I literally rip the shrinkwrap off the package. It's a heartbreaker. You see the problems, and there's nothing you can do to fix them. All you can do is take two aspirin and lay down on the couch.

Outside of work, do you play anything to relax?

Most of the games I play are work-related. But I love, love, love Guitar Hero. And I have a short list of games that I love for their story—Psychonauts, Katamari Damacy, God of War.

Ayn Rand meets sci-fi in Bioshock

My readers will kill me if I don't at least try: is there anything you can tell us about Bioshock that we don't already know? It has to be exciting to work on a game that has so much buzz behind it.

Bioshock is history for me. I am already heads-down on my next project. It's all in Ken's hands now. And if I breathed a word, he would kill me.

Talking about stories in games is hard; you almost have to provide examples of games that are done right to show what a good story and memorable characters can do for a title. Susan O'Connor was also kind enough to give her five favorite games in terms of the writing, with a few brief thoughts on their strengths:

God of War: What can I say, except, "Oh my God." The story made the game for me. It all held together, but it was more than an exercise in story logic. It had a point of view, it was emotional. It wasn't afraid to go there and take a chance on presenting some complex emotions to the player. And the player ate it up. This player did, anyway.

Bully: These guys, who are they? What planet are they from? Can I build a spaceship and go there? These guys ground their stories in the real world, and then they tear it up. So simple, so brilliant.

Grim Fandango: When I first played it, I didn't know what to think. I had never been charmed by a game before. This is the game that made me want to write for games.

Psychonauts: "Put this guy's death on my to-do list!" Has there ever been a game with more quotable lines? The amount of work Schafer put into the writing is staggering; it exhausts me just to think about it. Somewhere along the line, Schafer learned how to strangle the internal critic in his brain: he is a fearless writer. I'm in awe. Psychonauts rules the school. 2 good 2 b 4gotten.

Half Life 2: Wickedly subversive style of game writing, building a world around you while you're busy playing the game. Next thing you know, you turn around and you're trapped in this dystopic world. Every element of the game supports the fiction. It's all woven tightly together. It's crazy good.
Final thoughts

We actually ran this series of stories in backwards order. Susan O'Connor contacted me about another story I wrote about her work, and after firing e-mails back and forth, I thought readers would enjoy hearing her insights on game writing. After we put the interview together, I started digging deeper into what game writing meant, and then suddenly we were in the middle of a three-part story.

I like the fact that this third part brings you to the end and me back to the beginning. This has been one of the most fun (and exhausting!) stories I've ever put together, but I think we're digging at something important: how to make games better. The best part by far has been so many people contacting me to talk about their views and ideas; when we began this project, it wasn't clear if we would just be talking to ourselves or if there were a large number of gamers who also worried about compelling stories in games. If I have accomplished nothing else, I'm glad I was able to answer that question, and yes, there is an audience for the kind of games storytellers wish to create. It's getting bigger. The more vocal we are about the games we'd like to see, and the more of those we buy when they are released, the more we'll drive the industry forward.

I'd like to thank Ian Christy and Susan O'Connor for their time and gracious e-mails during this process.

Phy
05-30-2007, 10:58 PM
Fascinating stuff. Good posts. Thanks.