Complications Ensue: The Crafty Game, TV and Screenwriting Blog
Complications Ensue:
The Crafty Screenwriting, TV and Game Writing Blog



Archives

April 2004

May 2004

June 2004

July 2004

August 2004

September 2004

October 2004

November 2004

December 2004

January 2005

February 2005

March 2005

April 2005

May 2005

June 2005

July 2005

August 2005

September 2005

October 2005

November 2005

December 2005

January 2006

February 2006

March 2006

April 2006

May 2006

June 2006

July 2006

August 2006

September 2006

October 2006

November 2006

December 2006

January 2007

February 2007

March 2007

April 2007

May 2007

June 2007

July 2007

August 2007

September 2007

October 2007

November 2007

December 2007

January 2008

February 2008

March 2008

April 2008

May 2008

June 2008

July 2008

August 2008

September 2008

October 2008

November 2008

December 2008

January 2009

February 2009

March 2009

April 2009

May 2009

June 2009

July 2009

August 2009

September 2009

October 2009

November 2009

December 2009

January 2010

February 2010

March 2010

April 2010

May 2010

June 2010

July 2010

August 2010

September 2010

October 2010

November 2010

December 2010

January 2011

February 2011

March 2011

April 2011

May 2011

June 2011

July 2011

August 2011

September 2011

October 2011

November 2011

December 2011

January 2012

February 2012

March 2012

April 2012

May 2012

June 2012

July 2012

August 2012

September 2012

October 2012

November 2012

December 2012

January 2013

February 2013

March 2013

April 2013

May 2013

June 2013

July 2013

August 2013

September 2013

October 2013

November 2013

December 2013

January 2014

February 2014

March 2014

April 2014

May 2014

June 2014

July 2014

August 2014

September 2014

October 2014

November 2014

December 2014

January 2015

February 2015

March 2015

April 2015

May 2015

June 2015

August 2015

September 2015

October 2015

November 2015

December 2015

January 2016

February 2016

March 2016

April 2016

May 2016

June 2016

July 2016

August 2016

September 2016

October 2016

November 2016

December 2016

January 2017

February 2017

March 2017

May 2017

June 2017

July 2017

August 2017

September 2017

October 2017

November 2017

December 2017

January 2018

March 2018

April 2018

June 2018

July 2018

October 2018

November 2018

December 2018

January 2019

February 2019

November 2019

February 2020

March 2020

April 2020

May 2020

August 2020

September 2020

October 2020

December 2020

January 2021

February 2021

March 2021

May 2021

June 2021

November 2021

December 2021

January 2022

February 2022

August 2022

September 2022

November 2022

February 2023

March 2023

April 2023

May 2023

July 2023

September 2023

November 2023

January 2024

February 2024

June 2024

September 2024

October 2024

November 2024

 

Sunday, December 20, 2015

Liz England explains Game Development in terms of doors. A sample:

Premise: You are making a game.
  • Are there doors in your game?
  • Can the player open them?
  • Can the player open every door in the game?
  • Or are some doors for decoration?
  • How does the player know the difference?
  • Are doors you can open green and ones you can’t red? Is there trash piled up in front of doors you can’t use? Did you just remove the doorknobs and call it a day? [snip]
And then who does what:

  • Creative Director: “Yes, we definitely need doors in this game.”
  • Project Manager: “I’ll put time on the schedule for people to make doors.”
  • Designer: “I wrote a doc explaining what we need doors to do.”
  • Concept Artist: “I made some gorgeous paintings of doors.”
  • Art Director: “This third painting is exactly the style of doors we need.”
  • Environment Artist: “I took this painting of a door and made it into an object in the game.”
  • Animator: “I made the door open and close.” [snip]
The full post goes on at much greater length; check it out.

"Door" is not a metaphor. We spent a bit of time earlier this year talking about how the player would know which doors open, which are locked, which are locked and only unlockable with a special item, and which are purely decorative.

Oh, and Studio Cypher made the first part into a poster:




Labels: ,

1 comments

Post a Comment

Friday, December 18, 2015


This week I’ve been continuing to work on our gigantic Encounters spreadsheet. Level designers contribute the situation and objective: do this, get that. I try to figure out who the characters in the encounters are, and why they want those things, essentially retro-engineering from the gameplay. I then write dialog, if needed, as well as tooltips, journal entries, and lore. I’m most of the way through fleshing out the encounters for the first Garden District island. So GD1 is now, at least in our design, populated with all sorts of strange characters that the player can interact with in ways more challenging than clonking them on the head and taking their stuff.

We’re also working on the very early parts of the game, where we’ll spawn encounters that help define the world, and incidentally show new players how to do basic things, like clonk characters on the head and take their stuff.

In my copious free time, I’m also writing a later player character’s version of every single thing Arthur says. This character has a very different point of view on her interactions, and I don’t think she’s as inclined to apologize for, say, clonking people on the head, or taking their stuff.

Find the rest of the team's update here.

Labels:

0 comments

Post a Comment

Wednesday, December 16, 2015

Q. I am filing a lawsuit against a movie studio who I believe stole my pilot for their movie [...].  I have a copyright from 2010, and the movie was released in 2012.

Would you know of any good entertainment lawyers...?



A couple of things to consider: If their movie was released in 2012, it was presumably shot in 2011, which means there would have likely been a script in 2009-2010. Most projects go through several rounds of rewrites; development typically goes on for years.

There are many many scripts with similar elements. Many writers have similar ideas. Some ideas are just in the air. Some follow from the subject material. Can you prove that any specific person at the studio read your script? For example, Art Buchwald was able to sue Paramount over Coming to America because they’d signed a contract with him to work on the project.

If you did submit a script to a studio, they almost certain had you sign a release form. Release forms are not 100% effective (they are arguably unconscionable), but they are written specifically to insulate companies from "you stole my idea" suits.

Actually, you can legally steal any idea. Ideas are not copyrightable. You can only copyright the expression of an idea:  plot, characterization, dialog, unique action sequences. You would have to prove that their movie has so many specific similarities to your script that they surely must have used your script. 

Bear in mind: movie studios have lots of very fancy lawyers on retainer, who do nothing all day but fend off lawsuits. Unless you can invest $100,000 in your lawsuit, you’ll probably get swamped by their legal team no matter what the merits of the case are.


(I am not a lawyer; this is not legal advice.)

Labels:

0 comments

Post a Comment

Friday, December 11, 2015



We’re making a big push to populate our procedural world with encounters, so I’m shifting my efforts from recording barks and cutscenes to fleshing out encounters. David has written a huge gigantic spreadsheet detailing all sorts of shenanigans you can get into on our various islands. My job is to take his gameplay specifications and make them into encounters that feel meaningful in addition to being fun challenges. Writing dialog is easy (well, I’ve been doing it for 25 years); the hard part is figuring out who the NPC we’re meeting is, what his unique agenda is, and making sure that is revelatory of our world, our lore and our theme.


Labels:

0 comments

Post a Comment



This page is powered by Blogger.