Thursday, June 30, 2016

We Happy Few Update -- 27 Days to Early Access!

I’ve been working on rewriting the objectives and Arthur’s journal entries into the voice of the game. The journal entries are fun because I can write whatever I want without worrying what it will cost. I don’t have to record them, no one has to animate someone saying them. The player can take the time to read them or not. So I can scatter Arthur’s personal observations and backstory throughout them.

It’s a bigger job than it looks, because as I go through them, I’m also discovering encounters that aren’t quite as they were designed, or don’t quite make sense within the world. My job is to make sure that every encounter makes narrative sense. A level designer might write a level so that you’re supposed to go here and dig that thing up. But how does Arthur know there’s something to dig up? Usually it’s a matter of retconning: I know that he’s supposed to do this, so what’s a good reason in the world of the game for him to do that. Sometimes it’s a matter of rejiggering the encounters, so the LD’s and I have a palaver. Rejiggering almost always makes the encounters more compelling; necessity is the mother of invention.

Since we last spoke, I had the chance to get [person who company COO Sam won’t let me tell you about] into the sound studio, and Arthur should have quite a bit more to say in this next build, and even more in the one after that. I also finally found the perfect person to play Percy. He’s a fantastic young actor named [hah, like Sam would let me tell you that]. I’ve been writing a lot of audio flashbacks that you will eventually hear. At some point, Percy will become real to you, the way he’s real to Arthur. Jose, Chris, Valentino (our sound partners at Signal Space) and I have also been recording multiple voices for all the NPC’s. You probably won’t hear them all in the next build – we have to make a face animation for every voice doing every line. We have software that does most of the heavy lifting, but there’s a fair amount of massaging that Remi has to do, to the point where he’s been whining about not being an animator. So that will all, I think, come out in the second EA update, not on launch.

On a side note, every voice actor I’ve talked to is kind of embarrassed about the Brexit vote. It’s sort of like talking to someone who you thought had a great marriage, and now they're getting divorced.

We’ve recorded every single passive conversation, dozens of them. At some point, players are going to start hearing some rather silly conversations around them, and also some rather illuminating conversations. Oh, and the Wastrels will have five new ways to tell you to sod off. But hopefully they’ll do it less often.

Meanwhile, the usual narrative director-y things. What is written on this cabinet? What note does this guy have in his pocket? What does the end screen say? Could we please have a dozen letters you can find in the mailboxes? What are the signs on this bridge? What are the coins called? What’s a better name for Mrs Stokes’ letters? How would you describe a banger? What’s the description text for a light bulb? Can we have bunting in this building? (No.) What can we call this park?

Each of these sends me down a rabbit hole, but I usually find something that amuses me, and hopefully will amuse you. Not everything is a narrative Easter egg. But quite a few of the names of places and people are there for some reason or another. Enjoy!

Monday, June 13, 2016

We Happy Few Update!

Some of my jobs are sort of big-small. They require much more thinking than writing. Generally they involve staring at the wall for forty-five minutes, giving up in frustration, and then getting the answer on the bike ride home. If that doesn’t work, a ten minute chat with my wife, who’s also a writer, usually gives me the idea I need.

So, I had to write an ending for the Early Access version of the game (it’s temporary until we have the narrative available). My first thought was to give an emotionally satisfying ending; but G felt that we didn’t want players to feel they’ve completed the game when we haven’t even completed the game. I needed to come up with something for Arthur to say that tells the players (a) there’s more coming (b) something about Arthur’s frame of mind.

Good action movies ramp up the pace nonstop starting around halfway through. But the filmmakers need to check in with the characters. So we contrive to pin down the hero and the heroine somewhere for a little while. They’re hiding, so they have nothing to do but talk. In TERMINATOR, it’s the scene in the culvert where Sarah Connor and Kyle Reese finally get to know one another. Kyle talks about John Connor and what he means.

So this is that. A brief time where Arthur is in no danger, and can check in with himself.

This is where it’s helpful to have something to say. Fortunately, there is a bit of philosophy at the heart of the game. “Is there a true self?” as Arthur is fond of asking himself. If you take pills to be happy, is that happiness true or untrue? Someone close to me hates taking his anti-depressants because he feels they make him be not-himself. Someone else close to me takes anti-depressants because he feels that he’s not himself without them – the depression is the external thing.

Like all good philosphical questions, there isn’t really a right answer to that one. Obviously, the game takes a side. But that doesn’t mean that Arthur knows what the right answer is.

So when you play through the EA release, you’ll get a bit of philosophy. But don’t expect emotional closure. For that you’ll have to wait till some time after the snows come.

Rest of the team's update here.

Oh, and here's what we revealed at E3:


Tuesday, May 24, 2016

Originality

Someone on the Compulsion Games forum for We Happy Few was concerned that there is another game out there, Lisa the Painful, where people take a happy drug called Joy. Did we steal the idea?

No, obviously not. I came up with the name Joy in roughly February 2014. That game came out in December 2014. (I had to look it up; I've never heard of it.)

The reason we called our in-game drug Joy is it makes you really happy. Joy is the #1 English word for "surpassing happiness." Probably anyone who was looking for a name for a drug that makes you really happy would at least consider the word "Joy."

I can't take credit for the happy drugs idea. One of our inspirations was Aldous Huxley's Brave New World, which is about a society where people take a pill called "soma." But our main inspiration is North American happy culture. Depressed? Take a Prozac. Stressed? Take a Valium. Bad news? Don't put it on Facebook! Only Downers put bad news on Facebook!

(Not that I'm against anti-depressants. They help a lot of people.)

Point is: talking about happy drugs is an obvious thing to do if you live in our society, just as making a movie about alcoholics was obvious in 1950.

As a screenwriter and story editor, I've seen any number of my ideas duplicated in films and TV shows I didn't write, sometimes produced by production companies that saw my pitch. That's not because my ideas were stolen. It's because certain ideas are bubbling up to the top of the zeitgeist stew at any given time. I was pitching a hacker action movie a year before The Net came out. But so was everyone else. I was pitching a Pretty Boy Floyd movie a year before Larry McMurtry was tapped to develop a Pretty Boy Floyd project.

Roger Corman was asked about the similarities between his cheapo film Carnosaur and Jurassic Park. "Steven Spielberg is an honest man," said the King of the B's. "I don't for a second think he would steal my idea!"

You can't copyright an idea; you can only copyright the execution of an idea. You can't copyright "game about people who take happy drugs" because making a game about people who take happy drugs is "obvious." Anyone can get there by just observing the world. What makes our game unique -- or the other game unique -- is how that idea is elaborated in plot and character.

Tuesday, May 17, 2016

It's not a career, it's an addiction that might possibly make you a living

I think most pro writers would agree:

But the novelist advised would-be writers that they should not choose the career “as a way to make money, to make a name for yourself or any of these other external things.

“If you have to write, if the stories are in you, if you made up names and stories for your toy spacemen when you were little, if the stories come to you, ask yourself the question, ‘What if no one ever gives me a penny for my stories? Will I still write them?’ And if the answer is ‘yes’, then you’re a writer,” he said. “Then you have to be a writer. It’s the only thing you can do. If the answer is ‘No, I’m going to quit after a few years because I’m not selling’, then maybe you should quit right now and learn computer science. I hear there’s a real future in these computer things.”
George R. R. Martin

Sunday, May 15, 2016

We Happy Few Update

The past two weeks I’ve been primarily writing and recording (and occasionally editing) encounters. Also, more systemic barks, and more passive conversations you’ll overhear if you stealth around. (I don’t think any are in the game yet, but we’ve recorded a passel.)

Encounters are odd beasts. I get the bones of them from David. He’ll say something like “a bunch of Wastrels are cooking a rubber ducky in a stew pot. If you get the duck, you get a recipe for Rick the Stunt Duck.”

Then I’ll say, “Okay, what’s the nonlethal version?” (We have been making progress towards the functionality that would allow a nonlethal playthrough; I think you’ll see it working in the next build. Although playing nonlethally will be a huge challenge, I think it introduces a moral dimension to combat.) And David will say, okay, if you talk to all of them, you get the ducky. And if you talk to all of them the next day, you get something else.”

So now it’s in my court. Why are four Wastrels cooking a rubber duck? What do they think the ducky is? How does your talking to them make them give you the ducky? (And by “talking,” I actually mean, “clicking E to interact.”) What changes in their perspective on life now that they’ve given up their ducky? How can I make that ridiculous and yet somehow humanly truthful?

A fair amount of my job is retconning David’s designs. “If this made sense, what sort of sense would it make?”

Meanwhile, the team keep me busy with questions like “what should be scribbled on this rock” to “what should we call this park on the map” to “what’s the tooltip for a bucket? Okay, how about a bucket full of Motilene?” to “what do you hear when you pick up a phone in the Garden District?” to “what do you call the hole a Bobby pops out of?”

Fun!

And here's our video from our PAXcapades:



Rest of the update here.

Friday, May 06, 2016

A word to the efficient is sufficient.

Try to get to the point where you not only accept criticism in your creative work, you seek it. Life, too, come to think of it.

Friday, April 29, 2016

We Happy Few Update!

Well, we're back from PAX, where we had some pretty nifty cosplayers, even though the game isn't out yet:



I learned a bit at PAX. First of all, that people are over the moon about our game. People were lining up for an hour and forty minutes to see it. Actually, the line was capped at 1h40; you had to mill around to wait for a chance to jump onto the 1h40 line. And when you reached the head of the line, you could play the game for twenty minutes, if you didn't get yourself killed first.

Also, details. Watching new people play our game, I noticed that players were not always aware they were wearing the wrong clothes. So I wrote some barks for Wellies to get bent out of shape if you’re wearing rags, and Wastrels will mock you for being dressed all fancy.

More excitingly, I finally got a PC on my desk. I write on a Mac, but I can’t use our tools in Unreal Engine 4, which means I can’t tinker directly with the game; I have to impose on the Level Designers. Since then I’ve been rewriting journal entries into Arthur’s voice — a job I’ll have to repeat with the other playable characters.

And, of course, I’m continuing forward on editing our audio cutscenes whenever I have some spare cycles. The animators seem to like our actors’ work:


The animators have to listen to the scenes hundreds of times, so it means a lot when they dig the audio acting. 

Often when you're casting, you find someone who's a thrilling actor, but just all wrong for the part. You file that information away for later. Juliette Gosselin, who starred in my short film ROLE PLAY (and would have starred in my proposed feature ALICE IS PERFECTLY FINE NOW), was someone we auditioned for YOU ARE SO UNDEAD. She was terrific, but way too real for YASU. But we brought her back for ALICE. So too for K______ K_____, who was wonderful, but not right for Twiggy With Hypodermic. 

Tuesday, April 26, 2016

10 Best!

 
Perhaps my favorite of all of these TV writing books is Crafty TV Writing. It’s universally applicable, accessible, and yet also dives into the fine, granular details when the topic warrants it. Chapters 1-3 are must read as is page 236, How To Run A Writer’s Room.
Well, this is lovely and I feel honored. Stephanie Palmer, of Good In a Room, wrote a post listing her ten favorite TV writing books, and she names my now ten-year-old book her favorite of all of them.

Thanks, Stephanie! I'm honored!

Stephanie will also send you the "10 most wanted TV Pilot scripts" as PDFs, so reason enough to go to her site.