Friday, November 13, 2015

We Happy Few Update!

Last Thursday and Friday I was in the recording studio with the intrepid José (our audio producer), recording a Doctor and a Bobby. We have roughly doubled the number of things Doctors and Bobbies can now say, although we (and by “we,” I mean Marc) have to integrate them into these characters’ AIs. When, exactly, does each character say each sort of line?

Today, I was in the studio recording Alex Wyndham and Katherine Kingsley, who were in London. Great actors are magic. They take a line that you heard in your head, and make it their own. Sometimes, you find yourself caught off guard by a line they perform, even though you are reading the words on the page, which you wrote, even as they do it. It’s a sure sign that the performance is amazing when you burst out laughing in the middle of the recording session.

Poor Katherine Kingsley! I auditioned her last year, and she was brilliant. And then I went more or less radio silent. She’d ping me, and I’d say, yes, we truly intend to record you, but I have to do x and y characters first. I did fairly long auditions with her over Skype, to the point where I wouldn’t blame her for wondering if I’d just recorded her audition and was using it in the game (which is apparently a Known Abuse of Actors).

So when she finally got the call, I imagine she probably went through a moment of, “wait a second, these guys were for real?”

She turned out to be every bit as superb as I hoped. She’s a part of the opening scene, which we’re working on now.

Now comes the work of cutting out sound takes. It takes much longer to cut out the sound takes from an hour’s session than the hour itself. Sometimes I have to listen to each take a few times to decide which one I want. Sometimes I have to construct better takes from two takes with good parts.

The other thing I did: rewrote the opening scene. The opening scene of Arthur’s playthrough, which is the opening scene for the game as well, has been sitting on my computer in various forms for well over a year. But now the team is all working on it. This week David and Vincent added yards of new gameplay to it. So, Arthur has to respond to all these new challenges in some way, right? He has to say something Arthur-y. So, two days before my recording session, I was writing new things for Arthur to say.

I can’t tell you when all this new content will make it into the game, but I hope you dig it!

Find the rest of the team's update here.


Sunday, October 25, 2015

Happy St. Crispin's Day

On a muddy field in France, 600 years ago this day, St. Crispin's Day, 6000 English tradesmen and farmers armed with bow, war hammer and knife, and a few men-at-arms, faced 30,000 Frenchmen, among them the finest armored knights in Europe. King Henry sent his horse away so his men knew he would not abandon them.

The knights charged down a freshly plowed field. It had rained before. The field was mud. English arrows fell like rain. Horses fell; knights fell. More knights charged down the field, now churned to a wallow. Arrows fell; horses fell; knights fell. The French charged again, men-at-arms wading on foot through knee-deep mud. Some of them reached the English lines, strengthened by sharpened stakes hammered into the grass. They were cut down by the archers and the men-at-arms.

It was one of the greatest English victories of all time; perhaps one of the most unexpected victories in the history of war.

The night before the battle, King Henry, fifth of that name, gave a speech, which Shakespeare imagined to go like this:

King Henry:

... And Crispin Crispian shall ne'er go by,
From this day to the ending of the world,
But we in it shall be remember'd;
We few, we happy few, we band of brothers;
For he to-day that sheds his blood with me
Shall be my brother; be he ne'er so vile,
This day shall gentle his condition:
And gentlemen in England now a-bed
Shall think themselves accursed they were not here,
And hold their manhoods cheap whiles any speaks
That fought with us upon Saint Crispin's day.

And that's the story. Whether or not it is entirely 100% accurate, still it is true.

Happy St. Crispin's Day

Saturday, October 10, 2015

Creating Worlds

If I didn't have my job, I would envy me. Videogame writers get to help create worlds. Unlike film, where breaking physics requires a massive CGI budget, videogames define their own worlds. Sure, a physics engine like Unreal 4 makes working within a naturalistic world much easier. With just a little coding, objects have weight and will fall; light bounces off surfaces. But it's just as easy to make an island floating over an abyss as a city park. Or a game like Monument, which uses Escher's rules for gravity, and you may be waving hello to the princess walking on your ceiling.

It would be truer to say, though, that as a  video game writer, what I do is explain worlds. When I came aboard Contrast, the game world already existed. My job was to tell the story of why you're in this carnival world of shadows, and figure out who Didi was, and what her relationship with Dawn was.

Likewise, when I started working on We Happy Few, there was already a quaint English town out of Hot Fuzz, and we already had our weedy hero. When I came on board Stories: The Path of Destinies (I think that's what we're calling it now), we already had a fox for a hero, and a mad-looking rabbit. I had to figure out what his name was, and come up with stories for him to inhabit.

So from my experience, game worlds start as art. We Happy Few began as a collaboration between Guillaume Provost, our studio head, and Whitney Clayton, our art director. "What do you want to draw?" asked Guillaume, and Whitney wanted to draw Mod England. Everything flowed from there, and from a few axioms that Guillaume had for gameplay.

Game worlds first come to life in game art. Until then, they're ideas about gameplay (or possibly actual greyboxed gameplay mechanics) in a place that probably isn't special yet.


Matt Sainsbury's Game Art is full of worlds, from the original paintings that defined the pop-up world of Tengami, to Whitney's hallucinatory paintings for Contrast, to Demon Hunter, Lollipop Chainsaw, Final Fantasy XIV, and so on -- forty games, forty visions.

Obviously, it is a beautiful book. It is also a series of interviews with game creators, like Guillaume, and Mike Laidlaw, creative director of the Dragon Age franchise. (Dragon Age has some pretty nifty art, eh.) It would probably be worth reading even without the pictures.

So hey, check it out. Oh and -- readers of this blog can get a 30% discount! Go the No Starch Press site and use "COMPLICATIONSENSUE" at checkout... 

Friday, October 09, 2015

We Happy Few Update!

This week I continued to work on barks, brief lines of dialog that NPC’s and player characters say in different situations. Last week Jose and I recorded Wayne Anthony-Cole and the irrepressible Sammy Lee as a bunch of different characters. My job this week was to cut out the best lines out of several hours of takes using Pro Tools, an audio editing program. Sometimes I put together a “best” take from a couple of different takes. If I did it right, you’ll never notice.

Also, this week we recorded more “grunts.” As you might expect, grunts are noises characters make when they are hitting or getting hit, or being strangled. We record them here in Montreal because I’ve found that Canadians and Brits sound the same when they’re being strangled. Early this week, my wife (and favorite story editor) Lisa Hunter and I went into the sound booth while Jose coached our performances. I suggested she imagine she was hitting her ex-husband. You should soon have a richer combat experience.

Friday, October 02, 2015

We Happy Few Update

Today I’m going to record about 75 new lines for five NPC’s. So, Wellies, Wellettes, Wastrels, Wastrellettes and our dear Crier (old lady) will have more things to say in more situations. This time we’ll be recording them in studio, which means I’ll get to direct them, which is more fun for me, and enables me to help them craft a much more specific performance.

I spent much of this week and last weekend writing these new barks (single lines): combat barks, barks about bedtime, barks about the fog, barks about gifts. We’re trying an experiment. Generally NPC barks are sort of non-descript: “Go go go!” “Incoming!” I’m writing much more distinct barks. That’s risky because they can get old if the player hears them too much. But they’re more fun, and communicate more attitude and lore.

I’ve also been writing a whole bunch more lines for the He Who Must Not Be Named But Has Sideburns. Expect a new recording session within a month, and new barks from him shortly thereafter.

The rest of the team's update is here.


Friday, September 25, 2015

We Happy Few Update!

As part of a general cleanup of combat, we’ve decided to try and improve immersion by removing the very gamey suspicion eyeballs that hang over the Wellies’ heads. As part of this, we need to significantly improve both the visual and audio feedback that we give the player about the suspicion states of the AIs. For me this means we need to clean up the combat voice overs. AIs were talking over each other, and you couldn’t tell who was coming after you in a mob of people.

So, one of the things I did this week was trim down some of the Wellie attack lines in Pro Tools (an audio editing program). That allowed us to separate the audio barks into short lines for the Wellies to say while they are smacking you (“Keep CALM!”) and longer lines for the Wellies to say while they’re waiting to smack you (“Why aren’t you happy? You need to be happy!”). Once we’ve done a better job of locating the voices in space (“spatializing”) this should make it easier to identify where the next attack is coming from.

I also wrote more greetings for both NPCs and for the playable character (since everyone’s been asking for them), lines for NPCs to react to night coming on, and lines for Wastrels to react to other Wastrels being in a fight with you.

You should probably soon hear Uncle Jack warning you not to be out at night; you’ll know why ;)

And, Julian Casey (Uncle Jack), my wife Lisa, and I recorded “combat grunts,” i.e., noises people make when they are trying to make you lie down. Those should make combat feel much more visceral.


Thursday, September 24, 2015

The Tyranny of Core Cast

TV writing has a disease at its core. It is the tyranny of the core cast member.

Lisa and I have been binge-watching season 4 of Homeland. Homeland is originally an adaptation of Prisoners of War a very gritty and naturalistic Israeli series about Israeli solders who have returned after years of captivity among their enemies. One of them may have been brainwashed. But what is his plan?

What sucked us into the first seasons was fraught situations, plot twists, characters with strong but hidden and possibly changing motivations, long story arcs and intelligent writing. Moreover, I felt a sense that the writers had consulted people who knew something about spy craft. It was a bit like Aaron Sorkin's years on West Wing, where things happened that bore some resemblance to what happens in the White House, as opposed to John Wells' years, where things happened that bore some resemblance to what happens on E.R.

HOMELAND SPOILERS FOLLOW

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We're about six episodes into Season Four when everything starts to go to hell, in the sense that the writers start making random stuff up to be dramatic. Saul, the former head of the CIA, is tricked into entering an Islamabad Airport bathroom where he's knocked out and spirited off to the tribal areas. (Never mind that no one would send the former head of the CIA to any airport, let alone Islamabad, without a platoon of security.) No one notices that he didn't make his flight. Then, just as Carrie Mathieson, the CIA station chief, is about to order a Hellfire missile fired at a top Taliban leader, it turns out the leader has Saul prisoner. She orders the shot anyway. Her sidekick nixes it. The soldier at the controls doesn't fire.

Now, there are all sorts of things wrong with this. TV writers regularly ignore chain of command in their writing, even though they are acutely conscious of chain of command in their own career. If the station chief order the shot, the soldier takes the shot. Moreover, it is obviously the right decision. Saul knows too much. He's going to be tortured for his information. He himself would order the shot.

But, you see, Saul is core cast. He can't be killed.

There is a long TV tradition of risking the lives of the many to save one person that the star knows well. In real life, Saul is a dead man, but before he dies, he will give our mortal enemies weapons to use against us, and dozens or hundreds of people will die. But no, we can't kill Saul, because Carrie cares about him, and so do we.

What's tedious about this is that Carrie killing Saul would be really interesting. How would she live with herself after blowing up her mentor and father figure? Who would she turn to for emotional stability? She's become really hard and badass in this season; this would be her hardest and baddest moment.

Indeed, one of the strongest moments in Homeland is when Damien Lewis's character Brody actually does die and she can't save him.

The season goes downhill from there. After Saul escapes, and makes Carrie swear that he won't be taken alive, she betrays him, leading him into a Taliban trap, so that he won't blow his own head off. The consequences are a prisoner exchange in which the Taliban gets five top commanders back, which leads to a truly ridiculous series of events I can't even stand to outline. (Let's just say that no, when an RPG hits your car, you do not survive with a cut on your scalp, and no, under no circumstances does anyone send all the Marines out of the Pakistan embassy.)

As a writer watching this, I feel like two things are going on. One, the writers are choosing the biggest drama rather than the truth of the situation. Big Emotion is riding roughshod over the story. (The first season, the adage goes, the stars are working for the showrunner. The second season, they're working with the showrunner. After that, the showrunner is working for the stars. Actors like to big up their emotions. Is that what's going on here?)

But two, the terrible tyranny of core cast -- under no circumstances can Saul blow his own head off unless it's at the end of a season and he's leaving the show.

This kind of crap goes on all the time in American-told stories. American heroes regularly put the lives of many at risk to save one person. Captain Kirk will always ignore regulations in order to save a friend. If Homeland were on Japanese TV, I don't doubt that Saul would indeed blow his head off to prevent his government from giving up five top Taliban commanders -- and Carrie Mathie-san would have a beautiful moment with him on the phone, wishing only that she could be the one killing herself in his place. Hell, even on Canadian TV (see Flashpoint).

I sometimes wonder if it is only a reflection of the American character, or if the flaws of the film and television media actually feed back into American culture. What am I saying? Of course they do. After generations of heros saying "never tell me the odds," and "we have to risk it" and "I don't care what the experts say," you wind up with yippee-ki-yay foreign policy driven by politicians who haven't actually been to war, but have seen it on TV. We think of ourselves as invincible, because we think of ourselves as core cast. That's how we end up invading Iraq.

So ... what about Game of Thrones, you say? Or Sopranos? Yes, well, that's HBO. They mean it when they say, "It's not TV, it's HBO." About the only person you can be sure will survive to the end of The Sopranos is the point of view character, Tony. I suspect Tyrion Lannister will make it through to the end of Game of Thrones, because he's so much fun, but I never thought they'd kill off Jon Snow, what with him having a whole backstory set up for him where he was the Hidden True Heir and all. And they did.

And isn't that more interesting? When Joss takes away Jenny Calendar's immunity, or Tara Maclay's, doesn't that make us much more engaged with his other characters?

But more importantly -- isn't the story what's important?

Well no, not on TV. I interviewed Ron Moore about Battlestar Galactica in Banff years ago, and I asked him about some of the sillier permutations the cast of the show went through -- where fighter pilots became politicians and so forth. His answer was that, for him, the show is the core cast. Call it Battlestar Galactica all you like, but the show is not "things that happen relating to a warship," it is "things that happen to some people who were on a warship when the show began."

This is the tyranny of the core cast. I hate it. I hate it because when I watch TV, I know the writers are going to betray the characters and the story any time the alternative is killing someone with a season contract. That puts me in a foul mood all day.

Every medium has its flaw. In games and film, the hero has to motivate everything and make all the choices; you can't have a passive protagonist like Ishmael in Moby Dick. Plays, well, everything has to be resolved by talking.

But boy, I wish Carrie had taken that shot. 

Tuesday, September 22, 2015

MAD MAX FURY ROAD IN BLACK AND WHITE WITHOUT DIALOG

Watch this now, before it's pulled down:  http://blackandchrome.wordpress.com/.

UPDATE:  Yep, it came down a day later! Hope you got a chance to watch it. I hadn't seen the movie before I watched it. I did not feel any need for the dialog I was missing; there wasn't much, anyway. The black and white was thrilling.

One can't help wondering who posted this. Since they clearly had access to the separate music, SFX and dialog tracks, it was an inside job. My guess is it would not have happened without the blessing, or contrivance, of Mr. George Miller himself. Thank you, sir!