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

December 2024

 

Wednesday, November 15, 2017

I'm not hiring a games writer. But some folks have been asking me how you become one. I think I have a different perspective than some people who give advice.

I believe the classic advice is to write some sort of conditional narrative -- a conversation that could go a bunch of different ways. One company asks you to use the Neverwinter Nights toolkit. You could also write something in Twine.

Another thought is to make a mod. Making a mod is a really cool idea. Some games (I think the Shadowrun games?) allow you to pretty much create your own complete scenario for a game, using the game assets, but changing the names, situation, plot and dialog.

That's what I might be looking for if I were hiring a ... level designer. (I am not even in charge of hiring level designers.)

If I were hiring a game writer, which I am not, I would not need an example of conditional narrative, or a mod. None of the narrative in We Happy Few is conditional. We just don't have the bandwidth to create big chunks of if/then/else.

What I would want someone to be able to do is create some characters who have their own inner life and motivations -- motivations that are at odds with each other. I want great dialog.

Great dialog is characters using their words to try to get things they want from each other, while revealing character.

Good dialog is, "does each character say only things that that character would say?" Great dialog is "does each character say things that only that character could say?"

The test for a great scene is:

a. Do the characters each want something?
b. Do they not get it until the end of the conversation?
c. Does each line flesh out the character?
d. Can I take off the character names and I never lose track of who's talking?
e. Even though the characters have their own distinct voices, is the conversation consistent with the tone and voice of the overall work?

In screenwriting, one tool is to go through the script once for each character, and think, "What would I have to do to this character's dialog so a major actor would want to play them?" Every person is the hero of their own story. If the janitor feels like he is the hero of his own story, if he feels like there's more to him than meets the eye, then you probably wrote good dialog.

Lisa's writing environmental narrative: lots of letters and poems and notes and graffiti and so forth. Each has been written by a specific fictional person, in their distinct voice. Each note of this kind has to satisfy the same criteria. We should get something from each note, and ideally, want to know more about the person that wrote it.

If I were hiring a writer, I would want to know: can you write dramatically, in different voices?

If you can do that, I can sit you down at a desk and within a week you can be adding value to the game.

Most people do not really know how to write dramatically, in different voices. That shouldn't be surprising. Just because you can dance at a party doesn't mean you can perform on Broadway as a dancer.

It should go without saying that a game writer has to play games. You have to have a sense of which sorts of things are easy to do in games, and which are hard. You have to have a sense of what verbs exist in the game you're writing. If you're going to write for, say, We Happy Few, then as you work with the level designers, you get an acute sense of the capabilities and limitations of our AI's.

TV writers watch lots of TV. They need to know instinctively what sorts of things TV does well and what sorts of things it does poorly.

But that's just exposure. If you are even a casual gamer, you can learn most of what you need to know about a game by playing it for, say, ten hours. Or even the better part of a day.

Really, it's all about the ability to create compelling characters through dialog. That's what I would be looking for if I were hiring a games writer.

Which I am not.

0 comments

Post a Comment

Sunday, November 12, 2017

This week I’ve been mostly reviewing the game. I’ve been playing as Arthur. Anyone who’s wondering if there will be enough game, well, I’ve logged about 550 hours in the game, I know how the game works, and it’s still taking me the better part of the week to play through Arthur. That’s not blockers, although there are some places where progression is blocked; that’s stuff to do and places to go and weirdos to talk to and things to find out.

Probably the most fun part was when an elaborate, phantasmagorical encounter we’ve been working on for three years came to full fruition. It was hilarious. And weird. And yet, I think, at some level true.

“It never happened; yet it is still ture. What magic art is this?” says the Puck in Sandman 34, “A Midsummer Night’s Dream.” That’s the writing I aspire to.

We also spent a good bit of the week rejiggering the opening island, so that when the player comes out of the shelter for the first time, he is “onboarded” through a curated experience. Some new players were getting lost when they hit the open world – what do I do? how do I play? where am I supposed to go – and we’re hoping to fix that.

Labels:

0 comments

Post a Comment



This page is powered by Blogger.