Thursday, July 28, 2016

I'm a Mocker.


So, I was interviewed about the inspirations for the world of We Happy Few... check it out.
Twiggy

Monday, July 25, 2016

How is game storytelling different?

On our Reddit AMA today, greyandbluestatic asked, "how do you approach storytelling in games versus cinema and literature?"

Here's my answer:

The short answer is, there’s no difference. A story is a story. Specifically, in my books, a story is:

a. a fictional person we care about
b. who has an opportunity, problem or goal
c. who faces obstacles and/or an antagonist and/or his or her personal flaws
d. who has something to lose (jeopardy)
e. and something to gain (stakes)

Moreover, a story is told to
f. an audience.

You can see how these apply equally to movies and books and games. If one of these elements of story is weak, the story is usually weak. When I say “weak,” I mean it doesn’t leave us with a powerful feeling.
That’s what story exists in games for. The gameplay is “How?” The story is “How do I feel?” Ultimately, it’s “Why do I care?”

The key difference, of course, is that storytelling is all about “I make choices for you,” while gameplay is “You make the choices.” So delivering a great story in a game has to take that into account.
On the top level of the game, we have a series of cinematics that tell each playable character’s story. The gameplay aspect is that you have to complete story missions to get to the next cinematic. That’s pretty familiar.

The other levels are environmental storytelling. There are things you see and things you hear as you run around trying to stay alive long enough to craft your way out of the predicament you’re in.
So, these are things that the Wellies and the Wastrels say to each other and to you. They show you the world you’re living in, and how they feel about it.
These are the things Arthur says to them and to himself. These show you how he feels about things. They show you who he is.

For example, you may feel good about killing a Wastrel, but he usually doesn’t. That’s unusual, in a game hero.

There’s dear old Uncle Jack. He’s always happy and upbeat, but you can listen between the lines. Why is he telling people how to identify cholera? Why is he talking about flour substitutes?
You’ll see posters that tell you what the rules of the world are, and what the history of this world is. You learn that Britain lost the war. You start to get a sense of what it is exactly that everyone is trying so hard not to remember.

You might find letters in the mailboxes that tell you more about the people around you, and what their stories might be.

I’m trying hard to create a sense that the NPCs are not software agents that are there to give you things if you poke at them in the right way. They’re people in a fictional world, that have their own stories – their own goals, and their own obstacles – that would be doing something even if you weren’t looking.

The key to everything in the game is that what’s not said is as important as what’s said. The game’s story is a puzzle you can put together through repeated playthroughs. (You won’t get the whole puzzle in any one playthrough.)

Tl;dr: the cinematics are straightforward, linear narrative. Everything else is a puzzle.

And, eventually, once the story comes out, you may discover that the cinematics don’t tell you everything either, and there may be a bit of a puzzle there, too.

Rest of the AMA here.

Saturday, July 16, 2016

Such Bechdel!

On the IMDB, 22.5% of voters give GHOSTBUSTERS a 10; 42.5% of them give it a 1. Among women, the movie gets a 7.8; among men, it gets a 4.1.

I'm willing to bet that the vast majority of the guys giving the movie a 1 have not seen the movie. If you had, it would be very hard to give it a 1. It has a plot that makes sense. It has state of the art special effects. It has a finale which destroys dozens of buildings.  It is a fine piece of cheese.

I mean, only 24.4% of the voters gave CATWOMAN a 1, and that won multiple Razzies (one of which Halle Berry rather memorably accepted on stage).

So it turns out there is an explicit campaign to kill the movie by the usual suspects. They're mad because the movie wasn't made for them, and how dare anybody make a big special effects movie that isn't made for frat boys. I mean, these guys liked the previous movie, so they own the franchise, right?

What's interesting to me is how much the movie wasn't made for them. It's an action movie with female stars. But it's not a female-led action movie in the Resident Evil/Tomb Raider vein, about a hot chick who does man things. It's not about the male gaze. I mean, the only really hot chick in the movie is Kate McKinnon. She's on fire, but she's not interested in the male gaze, is she?

Which one is Leeloo Dallas Multipass?

Nope, the movie stars four women who spend most of their time talking (pseudo) science. Their emotional drama is not about men, either. It's about female friendship. Every single reel of the movie passes the Bechdel test.

In other words, the movie is not only not made for internet fanboys, it's actually made for women.

I had a great time. It was fine a piece of summer fluff as I'll probably see this year. But I'm the secondary audience, the way women are the secondary audience in every other summer action movie.

Literally the secondary audience -- Lisa wanted to go, and our friend Jackie wanted to go, and I said, oh, okay, I'll come along.

The picture does a fine job subverting the genre, actually. The only parts of the movie that are about a guy are (a) the villain and (b) Chris Hemsworth, playing the dumbest imaginable receptionist. Kristen Wiig hires him because he's cute.

I'm probably preaching to the converted here, but I'm disappointed in the fanboys. You're mad that one out of ten summer blockbusters was not made for you? You're mad that someone rebooted a movie from 1984 and didn't make it exactly the same as 32 years ago? You actually are going to the trouble to ruin a movie for the people who want to see it, so that you can have All Teh Screenz?

There's a lot of entitlement going around. There's right wingers who feel their marriages have been taken away from them because gay people can also have them; or feel their bathrooms have been taken away from them because trans people might also use them. There are the Trump voters, who feel their country has been taken away from them because we're not in the 1980s any more (I think).

The best way to criticize the arts is to make your own. That's what Paul Feig has done. He's not saying comedies have to have better roles for women. He just went ahead and made a ('nother) comedy with good roles for women.

I hope we see more of them.

Saturday, July 09, 2016

We Happy Few Update

Art by Whitney Clayton
This week I’ve been playing the game a lot. Hey, this is a fun game!

Playing it, of course, I’m discovering various ways in which the world does not entirely make sense. For example, who is putting rotting meat in mailboxes? When that happens, I generally consult with the designers. Either I need to come up with a sensible reason for what’s going on, or we need to change what’s going on.

It’s very important to me that everything in the game makes sense. It doesn’t have to make logical sense. Wastrels aren’t logical. Wellies aren’t logical. Human beings are rarely logical. But there is always a reason why people do things. Wastrels aren’t randomly crazy; they’re driven mad by guilt and sorrow, and whatever Joy has done to their memories. Wellies live in denial; their happiness is a veneer over the things they are trying so hard not to remember. Things they do should be revelatory of these themes.

I’ve also been rewriting journal entries. If you go into Arthur’s journal, you will now find many things he has to say about what’s going on. Some of these things may be actually useful to solving the your problems in the game. Some of them will fill you in on Arthur’s past. Take the time to read them, when you’re in a quiet, safe place!

Oh, and, letters. I’m not entirely clear who’s delivering the mail, but someone seems to be. At any rate, Wastrels and Wellies are writing to each other. Some of these letters will tell you about the people around you. Some of them will warn you about things you’re going to run into. Worth a read, I think.

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.