Thursday, June 04, 2015

Suspicion in a Procedural World

Dateline: Monday, June 1.

We are gearing up to drop our Kickstarter for We Happy Few on June 4.

Getting ready for the Kickstarter is a little odd for me, because while we are talking a great deal about our gameplay, we are not revealing anything about our narrative. Well, almost nothing. I can show you three of our five playable characters, as painted by our amazing art director Whitney Clayton:


Each of them has their own story, which interweaves with the stories of some of the other characters. You start as the tall guy — I'm not even going to to tell you his name! — and if you play through his story you get to unlock two more.

As I think you can guess, they are not your usual videogame über heroes, not even the guy in combat boots. They are all reluctant heroes. None of them signed up for this. Each has his or her own secret, and that pushes them to do something urgent and difficult.

I can say that much, at least.

Also: you can play the whole game and ignore their stories. It is not necessary to play the story to complete the game. It might be a bit easier if you do, but if you don't like stories in your video games, well, you can take your coffee black.

Also: as planned, we will pass the Bechdel Test.

We have some fantastic voice actors. We had to go to England for some of them. Alas, when I say "go to England," do not imagine me staying at 11 Cadogan Gardens. I summon their voices from a studio in Montreal's Old Port, and they're in a studio in London.

Don't forget to take your Joy this morning!
However, the fabulous Julian Casey, our Uncle Jack, is a Montrealer, so I get to work with him in person. He's terrific. I've directed him on another, unannounced project.

But the Kickstarter is not about the narrative. We are talking about the world, and the gameplay, and the procedural generation of the world map, and most of all we are talking about our social blending game mechanic. But we are going to hold back the narrative until it's all done. The idea is that we will refine the gameplay over the course of development, in full view of our public ("open development"), and then pull the drapery off the narrative when we officially release the game.

"Social blending?" you ask? Why yes. In We Happy Few, we're trying to create a city that has its own odd rules. The main one is: act happy all the time. Take your Joy pills, and everything will be right as rain. Doing things you'd do in Witcher 3 upsets people. Running or crouching makes people suspicious. Brandishing a weapon alarms people. Breaking into houses to steal food is a sure sign that you are a Downer (off your meds). The Wellies will cheerfully beat you senseless and make you take your Joy, and then game over. (We Happy Few is a roguelike with permadeath, so you have to go back to Day 1, with an entirely new map.)

However, if you don't break into houses to steal food, you will starve to death. Heh.

So you have to figure out how to "pass" as one of the decent, happy, drug-bemused citizens of Wellington Wells, while rarely actually taking your happy pills. (You can take your happy pills — the Wellies love you when you're high! — but if you keep it up you'll overdose.) We haven't finished designing the whole social engineering dynamic yet. So far we've focused on building passive social blending. But active social engineering could go from simply saying "Lovely day for it" to people on the street, to wearing the right clothes for certain areas, to something like framing someone for murder.

It won't involve a great deal of contingent dialog; on an indie budget, that way lies madness. We're going to have to be terribly clever and inventive so people feel they're actively shaping the responses of the people around them, without being able to chat them up. One reason we're going for a Kickstarter is so we can spend the time and resources to deliver the goods on the concept.

If you want to know more about the game, here's our Kickstarter page. Come and join the fun!

Screenplay competitions and Coverage Agencies

A reader hired me to take a look at his query letter, which is something I do. A couple of paragraphs of the letter was about the story. The rest was listing screenplay competitions his script has been a finalist in, or a semi-finalist, or a quarter-finalist; and then listing positive comments that "coverage agencies" have given.

It's been a long time since I've been without representation, so maybe I am off base here. If you are a development executive, and you think coverage agencies and screenplay competitions are the cat's pajamas, please let me know. 'Cause I don't think they are.

Coverage agencies may provide a useful critique for writers just starting out. They can point out obvious flaws. But they are not professional readers in the industry sense. An industry reader gets paid by someone who wants to know which scripts he or she should buy. The reader provides a commercial judgement: this is or isn't something that I see our company developing.

Who is doing this coverage? This is a problem common to both industry readers and coverage agency readers. By the time anyone knows anything about critiquing scripts, they're not a script reader any more. At least, not a $50 one. Even my young friend Tommy Gushue charges a multiple of that for his excellent notes. You might get someone just out of film school. You might get someone who's in a film program at university.

Moreover, a coverage agency is hired by the writer. So they are going to tend to be really polite about the scripts they're hired to read. So I would never include a coverage agency's feedback in your query letter.

Meanwhile, a whole raft of screenwriting competitions have sprung up like mushrooms after a rain. As I've been saying in this blog since its inception, there is only one screenplay competition that really counts. It's called "getting your movie made." Entry fees are free. You just send queries to agents and producers, and if they like your ideas, they read your script, and if they like your script, they give you money.

There is, yes, the famous Blacklist, which is a poll of development executives on what they think is this year's best unproduced script. But that is not a competition you can enter. You have to already have an agent getting the right development execs reading your script. (There is also a website called The Blacklist, which has to do with scripts, but it is not the same thing at all, though I think it's the same people.)

All it takes to set up a screenwriting contest is a website. You make up a name, market a bit, and watch the money roll in. If you can get 1000 people to send in their scripts and pay a $50 entry fee, well, you have $50,000. I could probably winnow 1000 scripts down to 100 in a week. Hint: I'm skimming the first three pages. Takes about a minute or two, so I could, say, 25 in an hour with coffee breaks. If they don't sing, the script goes in the recycle bin.

The surviving 100 scripts might take another week to go through, because I've already trashed the really obviously bad ones. Maybe I read two or three an hour. Oh, who am I kidding. I read the first ten pages. Takes about six minutes. So I  can read ten an hour. Ten hours, all in.

Now I've got ten scripts to read. Takes maybe a week to read them carefully and think about them. (It's really the thinking about them that takes the time. I read a script in 30-40 minutes.)

Hey, now I've made $50,000! Oh, sure, I could hire a "jury" and pay them something, and get them to do the winnowing for me. And marketing costs time if nothing else.

Oh, I probably have a $5,000 prize, and some runner up prizes, so I've really only made about $40,000, but still, not bad for a couple weeks' work. Too bad I can only have a competition two or three times a year, four at most, before I lost all credibility.

In case you're wondering: the reason I've never done this, in spite of having a couple of successful screenwriting books and a blog, is because I'd hate myself.

The point I'm trying to make is: what makes a screenplay competition legit? The people at the Blue Cat Screenplay Competition or Reel Writers or whatever may be very nice people, and they may have a passion for good screenwriting. But what qualifies them? What keeps absolutely anyone from setting up a screenplay competition?

There are legit screenplay competitions. They are associated with legit organizations. The Nicholls is the big one. It is run by the Academy of Motion Pictures Arts and Sciences. The Writers Guild of Canada has the Jim Burt Prize for the best un-optioned script. But legit competitions are few and far between. Maybe the Austin Heart of Film Festival?

And here's the big problem:  I think most of these evaluate scripts in terms of the reader experience. Is it a good read, the way a novel is a good read? Is it a movie they enjoy imagining?

As opposed to an agent reading your script, whose sole question is: can I sell this? And a producer, who is thinking can I get this made?

So a successful competition screenplay may be a movie that, in the abstract, might be interesting. It would get you an A+ in your film writing class. But it is not necessarily the kind of screenplay that is going to get optioned, set up, packaged and made.

Successful competition screenplays, I suspect, tend to be well written. Successful spec scripts have a great hook. Great execution is a plus, but it is not a requirement. Snakes on a Plane was not a spectacularly well written script, or even a good movie, but it got made. So Snakes on a Plane was a great spec. I doubt it would have won any screenplay competitions.

So, yeah: if you want to pay for critiques to make your script better, by all means, do it, especially if you don't know any good readers. (There are very few good readers.) Hire Tommy Gushue, or Victoria Lucas, or even me if money is no object. I would not recommend spending money to get positive coverage from a coverage agency; I don't think it will help. Do not spend money so you can say that your script is a "quarter-finalist" in the Bridges of Madison County Screenplay Competition and a "semi-finalist" at the Overlook Hotel Screenplay Convention. I don't think the industry puts too much stock in those things.

Get your writing to agents and producers. And go and write. Once you're good, you'll option something, and then sell something, and then something will get made. That's the real prize. 

Wednesday, June 03, 2015

Today, I'm Writing Someone Else's Diary

Two people's, actually, both of them playable characters for We Happy Few.

If you're writing non-blockbuster movies, you learn to pay attention to how much a scene is going to cost to produce. A conversation between two people in a room is cheap. A conversation between two people outside, in the day, is also cheap. A three-hander is more expensive, a dinner party is a lot more expensive, because you're going to want to shoot coverage of everyone who's not talking, so your editor can cut to their reaction shots. A conversation at night is more expensive, because the lighting package costs more, and the director is going to insist on wetting down the street, because that just always looks cool.

In video games, you have entirely different production concerns. In We Happy Few, I'm recording voice actors and then editing the audio into scenes. Our art director painted characters, a character modeller built them, and the animators rigged them. Once the audio is ready, the animators can animate the scene.

In a 3D, third person cutscene, the camera is independent of the virtual actors. So you can animate the scene and then change where the camera is without re-animating it. However, We Happy Few is a first person game, so we have made the decision to present all the cut-scenes in first person, so you never see the character you're playing.

Cut scenes take a terribly long time to animate. However, they are not the only way to get across narrative.

At the other end, simplicity itself, are things like journal entries. If I give a character a journal that the player can consult, then adding journal entries is essentially a matter of my writing the journal entries and then the level designer slotting them in. No muss, no fuss, no bother.

However, players don't tend to like to read text in a game. So, for slightly more effort and more money, I can have the actor read the journal entry.

That gets into substantially more money. We're using professional British actors and recording them in London sound studios, while we sit in a Montreal sound studio and I direct them. However, it is nothing compared to a cut-scene. A journal entry does not typically demand the apparently-wild-but-actually-quite-precise swings of emotion that a dramatic scene has. So the actor can get it right in a take or two, just reading a block of text.

Then the player can trigger the audio, and then go around doing his thing (looting, fighting, exploring, whatever) while the audio plays.

I can also make collectibles. These might be an old toy a character treasures, or a photograph of his or her parents. These are not cheap because they have to be physically modeled in the game world. That can get into a lot of world. However, collectibles can be made at the last minute and dropped into the game. Animation requires a whole pipeline. One of the last things I did on Contrast was write up a whole slew of collectibles. We didn't have time to make them all, but some of the players paid very close attention to them, and pulled out the narrative goodness we tried to put into them.

One of the paradoxes of the progress we've made in game design is that, as stories are taken more seriously, and budgets go up, the limits to story telling also go up. To have a branching narrative in a text adventure is just a matter of the writer getting to work. Add a narrator reading it, and it's expensive. Have Elias Toufexis act it in a mo-cap suit, becoming a fully rendered Adam Jensen, and you can only afford one or two branches.

All this stuff takes money, and as usual, more money than we hoped to spend when we started concepting this thing back in January 2014. So we're doing a Kickstarter, starting tomorrow, to supplement our resources. Watch this blog for more musings about We Happy Few, tomorrow at noon!

Tuesday, May 26, 2015

Raph Koster has a really interesting post about his experience developing Star Wars Galaxies, and various solutions that were proposed for dealing with Jedi Knights:
This same issue had come up in the Expanded Universe books and stories. You basically have the problem that
  • people identify with Jedi
  • they’re rare
  • they’re incredibly powerful
This meant that creators laboring in the universe had a few choices:
  • invent new stuff as powerful or more powerful as Jedi (which was done more than a few times — General Grievous, the Witches of Dathomir, the World Razer, a living planet called Zonarma Sekot, The Ones — OK, it was done a zillion times, which just proves my point).
  • tell stories with no Jedi in them, as in the original Han Solo books by Brian Daley. (Fun books, btw: The Han Solo Adventures: Han Solo at Stars’ End / Han Solo’s Revenge / Han Solo and the Lost Legacy)
    Of course, the demands of games focused on Jedi also meant that the powers of Jedi kept having to go up, too! I mean, people actually complained when you didn’t start as a powerful Jedi in Jedi Knight II, and eventually, we got to the ludicrous heights of Starkiller in the Force Unleashed games: “sufficiently powerful enough to rip a million-ton Star Destroyer out of orbit and slap Darth Vader around like he owed him money.”
He goes on to explain various ideas that the developers had for designing the Jedi. They didn't want to make lots of weak Jedi; that would devalue the canon.

They had a crazy idea where you could develop Jedi powers, but the further you got along, the more trouble you would get from the Empire, until eventually Darth Vader is hunting you down.

And permadeath. Permadeath is, let us say, an acquired taste, and a marketing no-go in the mainstream game arena. (That must be why so many indies love it.)

 So they had another idea where you could develop Jedi skillz, but doing that would be about as hard as it really ought to be. You'd have to accomplish a secret (hidden to you) series of tasks to become a Jedi, and the tasks would fall into all four Bartle types: Explorer, Killer, Socializer and Achiever. So you'd have to, say, climb the highest mountain, and fight X number of duels, and have a conversation with so-and-so, etc.
The Four Bartle Types

Only exceptionally devoted players would achieve Jedi status, and they'd deserve it.

And then they ran out of time, which is Why We Can't Have Nice Things in video games.

One of the things we learn in indie development is to do One New Thing. And to make it so central to the game experience that you actually Git R Done, because otherwise you'll cut it when it gets hard. There was never any danger of our cutting the shadow physics out of Contrast; that was the whole game.

Of course we are always tempted to do more than one New Thing. The danger is that it gets cut when money runs out, the way contingent dialog gets cut unless the entire narrative system is based on it.

In We Happy Few, we are going to have flawed characters. The player characters are all Slightly Terrible People. Fortunately, while that's newish for video games, it's hardly new to me as a screenwriter. On the other hand, we are doing something rather, we hope, clever with the intertwining stories, that will only become apparent after you start playing your second character. (And I can't tell you what it is yet.)

Our big new gameplay mechanic isn't purely new, but it is new in context. In We Happy Few you are loose in a city full of drugged-out happy people who will only attack you if you break the rules. So Social Blending becomes a survival skill. I don't think we've seen social blending in a survival horror game, or in an urban roguelike.

The bad thing about indie development is you don't have enough resources. If you decide to recast a character and re-record a scene (which we did), then that will come out of the budget for something else. The good thing about indie development is that, what little money you do have, you get decide how to spend. So there are no Powers That Be that will take the game out of your hands, at least until you sell it to a publisher. The people who made the features are the people who decide what features to cut. So there is a greater likelihood is that they'll cut fat before they'll cut muscle or bone, and that the game will come out as a coherent (if skinny) whole.

Our Kickstarter is coming up -- June 4. I wonder how many people will share our vision?

Tuesday, May 19, 2015

A small note on this week's rape in Game of Thrones.

Spoilers, obviously.

There's been a lot of back and forth about the latest rape in Game of Thrones: whether it was a rape considering the Ramsay Bolton-Sansa Stark marriage was arguably consensual; whether Sansa is a "strong woman"; whether the showrunners are putting rape onscreen gratuitously; whether it's "realism" or sexual assault porn or whatever else.

I have another issue with it. The rape seems to me the least interesting choice for both Ramsey and Sansa's characters. Ramsey is a vicious bastard because he's a bastard. Marrying Sansa strengthens his claim to be a legit nobleman. It could have been interesting if Ramsey actually treated Sansa decently because she is the only woman whose opinion matters to him. He's a sadist, sure, but he wants to be legitimate.

And then, of course, the show has some suspense. Can he keep it up? Or will he revert to habit?

Likewise, it could have been more interesting if Sansa had seduced Ramsey, owning her power and position, rather than just waiting for him to rape her. After all, she knew she was marrying the guy, so the sex can't have been a total surprise. Why not show some agency?

The rape is predictable and adds nothing to the story. Other choices might have added something new, and fresh, and compelling.

Is it gratuitous? The best sex scenes, like the best action scenes, are dramatic. They reveal character. They are about the characters trying to get what they want. If there is no change in the relationship, and no revelation of character, then the sex scene is gratuitous.

By that standard, Ramsey forcing himself on Sansa isn't, strictly, gratuitous. It changes the relationship. But he's done far worse things (torture, mutilation, treachery, hunting people down for sport) and Sansa has had worse things happen to her (murder of her entire family). The rape reveals nothing new about either character. A scene of aftermath in which Sansa reveals that she was raped, and what it means to her, might have been more revelatory.

But then, HBO's business strategy is not necessarily to make the best TV shows, but to make must-see shows that can't possibly be on network TV. From that point of view, we're talking about the scene, so it's all win for them.

Monday, April 27, 2015

In Which I Am Interviewed by Austin Miller

So Austin Miller of The Art of Writing asked me a bunch of questions about Compulsion Games and We Happy Few...
Q. From the little I've been able to see (the masks, the irony, the drugs etc.) Happy Few seems to have a more "critical" voice to it, as if it has something to say about society and the way we live. Do you care to indulge us as to what that might be?

A. Sure! We Happy Few is inspired by, among other things, Facebook culture -- the idea that if you're sad you should take a pill and be happy. No one shares their bad news because it would bring everyone down. As a culture, we reject sadness.

But hey, the narrative is much more than its theme. As Sam Goldwyn used to say a long time ago, “If you want to send a message, there’s always Hotmail.” We have other themes in there, like “what is truth?” and how people remember things that never happened, and how the heroic choices sometimes look like the cowardly ones, and how people can talk themselves into anything, and other subtexts and allusions and other good stuff in there, and we’re putting more in there every day, consciously and unconsciously...
More at AustinRayMiller.com.

To clarify, I don't meant to say that you shouldn't take a pill if you're depressed. You should. I do. I'm saying we shouldn't consider it a character failing if someone is legitimately sad about something that happened. We shouldn't feel vaguely creeped out if someone is mourning. 

Sunday, April 19, 2015

Back to Index Cards Agin

I'm rewriting a script of mine for a producer. I always felt the script was a little soft -- too much travelogue, not enough story. As usually happens with some time away, the script's weaknesses are so much more in evidence. Time away is almost as good at giving you perspective as a great writing partner.

So, it's back to index cards. Just because you've written the whole script doesn't mean index cards can't help. It's hard to restructure a script with script pages. Even if you have that much floor space, you can't physically see the whole thing. So I generate index cards and start marking them up and moving them around...

Monday, April 13, 2015

Teale's Up for Outstanding Performance in a Video Game!

On Contrast, we had the pleasure of working with the immensely talented, and tiny, Teale Bishopric. She brought our heroine Didi to life with her voice. She was such a pleasure to direct.

And now she's up for an ACTRA Award for Outstanding Perforance in a Video Game, alongside a whole bunch of industry veterans in AAA games!



At videogame dev conferences, I keep hearing how the voice acting process works in many AAA games. The actor isn't allowed to see the script until he's in the booth. Partly that is because of fanatic secrecy, partly because the writers wrote the script the night before.


This makes it very hard for an actor to do their best.


Guillaume, our studio head, and I, knew that a great performance from Didi would make the game, and a weak one would break it. So we rehearsed with her twice. I'm sure her father, Thor, who is a fine actor himself, rehearsed her a few times as well.


We also rehearsed all the other actors. We even got both Vanessa Mitsui and Elias Toufexis in the booth for the Kat/Johnny scenes, because we wanted the arguments to feel like real arguments. Sure, a good director can act the lines with the actor in the booth, and if I'm there in the moment acting with the actor, then I can tell if the performance is where I want it to be. But having both in the booth is more fun, and frees me to listen, and I think the performances show the results.


Yes, it takes time. And money. But actors love to rehearse, and if you give them the chance to rehearse, they will do whatever they can to make one happen. Rehearsing will save you time in the studio, which is far more expensive than rehearsal time, and you will get a much more human and compelling performance.


By the way, I don't really like to feed the recorded performance of one actor to the other, as sound engineers will offer to do, because I don't know how much time they're going to need, and the recorded performance will either cut them off, or give them a longeur to overcome. But I'm the writer, so I know what I want the lines to sound like, and I did some training as an actor, so I can modulate my own performance. If I want the other actor to get angry, instead of asking for an angrier reaction, I'll be more provocative. If I want the other actor to slow down, I'll slow down. Usually the writers are not the directors. And there's your excuse to take acting training.


Anyway, we're all so thrilled for Teale, and we hope she wins a shiny statue!