Saturday, October 07, 2017

Lists Planned and Unplanned

It's fun to write lists in dialog. A good list has power. In Henry V, the English soldiers charge "For God, for Harry, and St. George!" Somewhere I have a felt banner that says, "For God, for Country and for Yale." (This motto is listed in a dictionary as an example of "anticlimax," no doubt by a lexicographer from Harvard.)

This is the planned list, a list that has solidified in the speaker's mind. I had fun this morning writing the sentence, "No one's going to go to war for the sake of an island of rubble, subsistence farmers, and terribly large badgers," describing our alternative history England. The speaker clearly has said that before, even if only to himself.

Then there is the unplanned list. After Agincourt, Shakespeare has King Henry V read a herald's note detailing the dead among his enemies, the French:

King Henry: This note doth tell me of ten thousand French
That in the field lie slain. [...]
The names of those their nobles that lie dead:
Charles Delabreth, high constable of France;
Jacques of Châtillon, admiral of France;
The Master of the Crossbows, Lord Rambures;
Great Master of France, the brave Sir Guichard Dauphin;
John, duke of Alençon; Anthony, duke of Brabant,
The brother of the duke of Burgundy,
And Edward, duke of Bar. Of lusty earls:
Grandpré and Roussi, Faulconbridge and Foix,
Beaumont and Marle, Vaudemont and Lestrale.
Here was a royal fellowship of death.

When most actors get a list, they tend to read it like a grocery list. They know they're reading a list. Each word they speak is part of a list. It becomes singsong. If you perform Henry's speech like that, it has little power.

Take a moment, and read the above like a list.

Now, read the list, but each time you come to a name, pause for a moment, and imagine someone you know. Now imagine them dead. Only then move on to the next name.

Seriously, do that.

See what that does?

It becomes an unplanned list. Short planned lists have power. Long planned lists are tedious. Long, unplanned lists have power.

It is a challenge to get actors to perform unplanned lists, because they can see the damn list right in front of their eyes. They know how many names are coming up. Yet you have to knock them off that, derail that train, or it sounds like a planned list. You have to remind them that their character doesn't know what they're about to say until a fraction of a second before they say it.

(In Meisner technique we were taught to practice lines at the highest possible speed, without affect: "Whatapieceofworkisman hownobleinreasonhowexcellentinfaculty etc.". That way the words would be there when I needed to say them, but wouldn't be associated with an emotion. So the emotion would come fresh and surprising, even though the line was memorized.)

(The ability to let go of what you know is critical to many artists. An editor has to be able to say, "Who the hell is this character that just showed up?" even though in the 22 previous cuts of the film, that character was properly introduced, so of course she knows who it is. Same thing for a writer.)

One of our characters in We Happy Few has a problem:

"Beatrice says she loves me. But she loves everything! Me... long walks... sunsets and rainbows of course. Simon Says… big wristwatches on a man… wrapping paper… dandelions… a good night’s sleep… ribbons… Uncle Jack’s bedtime stories… six o’clock … commemorative spoons. I have to know if it’s real!"

What's funny about this list, I hope, is that it is (a) unexpectedly long (b) terribly specific (c) weirdly diverse. "Unexpectedly long" is only funny if the actor performs the list as if he does not know how long the list is. If the list becomes sing-song, it's not funny. He has to perform it as if he is searching his memory for everything Beatrice loves. It's funnier if it sounds like he's done, and then he thinks of some more things. Ideally, to make it more comically upsetting, the actor should do homework: create a different imaginary circumstance in which Beatrice liked each distinct item on the list. Then each item comes with its own distinct emotion, and it will come out of his creative instrument sounding distinctly different.

By the way, giving the actor a distinct imaginary circumstance is almost always helpful, not just with lists. With good actors -- and this deep into development we've got an amazing repertory of voice actors -- if you simply tell them something about their imaginary circumstance, the line comes out more distinctly. Even if they've said the line the way I intended it the first time, I'll still tell them something about it sometimes, to see how that informs their delivery. They usually deliver the line sharper. Remember this is in a voice session where we're doing a new line, on average, every 30 seconds. Our guys are Teslas: they go from 0 to 60 at ludicrous speed. Their ability to interpolate the imaginary circumstance I just gave them and deliver the line fresh is what makes us bring them back.

Monday, October 02, 2017

Clarification

If a producer tells you, "I would definitely produce this if you can get a star attached," or "... a known showrunner attached" or "... a bankable director attached," that is a nice way of saying, "no."

Saturday, September 16, 2017

Plotholes, and Forward In All Directions!

A friend has been pestering me to blog a bit more. I blog whenever I have something new to say, but after so many years, that's not that much new to say!

And I've been busy. As the Level Designers rush towards content lock, they are finally spitting out the heaps of encounter lines they need, which I am turning into dialog, and then recording. So that’s a lot of writing and a lot of recording. Yesterday, I recorded 208 lines in 90 minutes with one of our key actors.

Writing and recording is a full time job. Another full time job I have is testing the story play throughs. They are still not complete, but they are complete enough that a fellow can play through them... and make copious notes on all the things that are missing, or scrambled. It took three days for me to play through Arthur, even cheating to give myself lock picks and power cells and such, even not doing side quests. When we started out, the idea was a play through was four hours. Hah.

Odd writing note: sometimes you come across illogical things in the game. For example, for design reasons, Miss Thigh Highs currently can’t go out her back door, even though Arthur, in his play through, goes in that way.

However, I have learned, you do not need to close every plothole. Sometimes it works just to “hang a lantern” on it If Miss Thigh Highs says, “What is wrong with this door, it’s always jamming on me!” then it feels like there is an in-world reason why she can’t use that door, even if we don’t get an explanation for it. By addressing the problem, it doesn’t feel as much like a logical inconsistency.

Back to it!


Sunday, August 06, 2017

Taking the Curse Off Quest-Giving in We Happy Few

One of my ongoing efforts is to make quest givers not feel like quest givers.

Your typical quest giver is a guy standing around outside a dungeon waiting for an adventurer such as yourself. He can tell you all about a great treasure in the dungeon! Or he will give you a nice sword if you obtain some item from within, like his wallet, or maybe his car keys.

Leading me to wonder why he didn’t go himself. And how long he’s been standing around. Does he sleep? Does he ever go for a pee? Is there a sandwich cart that comes around?

In real life, of course, people rarely offer you jobs out of the blue. (And then it’s in Malmö or Singapore or something.) Generally it works the other way around: you find out that someone has a sword for sale, and you go and ask what they want for it.

The Witcher finessed this nicely. People in that world post “Witcher Wanted” ads near pubs. They are waiting for someone to come to their home to offer them Witcher services, for which they’re prepared to pay.

Fortunately, we have something rare in video games: our characters did not just wake up with full blown amnesia, living in a populated world, where they grew up. They know their fellow Wellies and their fellow Wellies know them.

So we can take the curse off quest giving.

For example, in the Miss Thigh Highs playthrough, you need to learn something about, let us say, washing machines. You know the washing machine repairman, Alfonso Maytag; he has fixed your washing machine, after all. At the pub they say he’s out by the Tor, a local hill.

In a regular video game, you’d meet him out by the Tor, and he’d say, “My friend Freddie has been captured by cultists. Please rescue him and I shall give you this book on Washing Machine Maintenance!”

In our game, he’d say, “My friend Freddie has been captured by cultists!” and your player character, who was in primary school with Freddie, will say, “Oh, my God! Can I help?” Obviously you’re not going to waste time chatting about washing machines while poor Freddie is in danger. After you complete the quest, though, equally obviously, Mr. Maytag will happily let you xerox the manual to your Hi-Capacity 27” Front Load Washer.

From a gameplay point of view, these two setups are exactly the same. Find the quest giver. Learn of the adventure. Complete the quest. Get the payoff.

But from a narrative point of view, one feels more natural and human. That’s important to me. The more real our people feel, the more the player engages with them emotionally.

Video game worlds contain a tiny number of salient objects. Stories allow our minds to weave a whole world in the spaces between them. But we'll only do it if we're engaged emotionally.

Figuring out what makes the quest feel natural instead of gamey is a lot of the effort I put into writing encounters. By comparison, character dialog is easy once I know what relationship the characters have to each other.

Rest of the update here.

Wednesday, July 19, 2017

The Audience Doesn't Know, But They Know

The audience doesn't know, but they know. That's because reality is shaped weird.

When I'm working on a fictional story, especially in speculative fiction, for a game or a tv show or a movie, there is often pressure to make the story simpler, more streamlined, more concise, more symmetrical. When I say, "Okay, but that doesn't make any sense," or "that's not how that works," or "I don't think he would do that," or "that sort of violates the laws of physics, doesn't it?" I get the response, "Alex, it's a gaaaaaaaame!"

Or, "... moooovie!" Or "teevee show!"

Writers generally care more about the reality the characters are living in than, say, directors, who want everything to look cool, or level designers, who want the player to be able to do cool stuff.

But here's why those arguments are sometimes worth having: reality is shaped weird. Most real things are not that simple, streamlined, concise or symmetrical.

So when we come upon a story that is too simple, too symmetrical, we are not sucked in as much as we are by a story that has a few weirdnesses. The latter feels more like reality.

That's how the audience doesn't know, but they know. If you have too many characters doing things because it simplifies the story, or that violate the internal rules of the universe that you have set up, or (in a naturalistic setting) that violate the rules of physics and biology, the audience may not know exactly what you've done wrong. But they will sense that the shape of your story is the shape of a made-up story, not a real one.

If you have the occasional character taking the story on a detour because dammit that's who they are, the audience feels more like they're in reality.

And that increases engagement, with that character, and with the story in general.

Tuesday, June 20, 2017

Two Clint Eastwood Stories

In honor of a great actor and director, two stories I've heard on the grapevine.

Clint bought the rights to UNFORGIVEN about ten years before he made the movie. He wanted to be old enough to play the part.

He’s finally ready to go into production. Has the writer, David Webb Peoples (BLADERUNNER) over to dinner. They chat and chat. David’s wondering when Clint is going to explain how he wants to change the script.

Dinner goes on and on. Finally, Peoples says something along the lines of, “So, what do you think you want to do with the script?"  Because every director has the writer rewrite the script, if the writer is very lucky, or has his “guy” (it’s almost always a guy) rewrite the script. I was the director’s guy, for example, on BON COP / BAD COP.

Peoples is waiting for the shoe to drop.

Clint says, “Nope. It’s good,” and pours some more wine.

Shot the script word for word.

Had the self-confidence to know that the script was good. Didn’t need to mess with it just to make it his.

Second story.

Clint is shooting A PERFECT WORLD starring Kevin Costner, back when Costner was on top of the world.

First shot, Costner’s supposed to run up to a line of laundry, steal some clothes, and run off.(His character is on the run.)

They roll the first take. Costner runs up, steals the laundry, runs off.

Clint says, “Okay, next setup.”

Costner says, “Wait, what? I can do better.”

Clint tells the crew, “What are you guys all standing around for? I said next setup.”

Costner gets very put out. Goes to his trailer and slams the door.

Clint tells Costner’s stunt double, “This is your lucky day!” and proceeds to set up the next shot using the stunt guy.

Costner storms out of his trailer, and says “You can’t do this to me!”

Clint looks him in the eye and says, “Kevin, I think I’m the only guy in Hollywood who can do this to you.”

Monday, June 05, 2017

Use This Amazing Trick To Increase Your Verisimilitude!

One of the diseases of videogames is quest-givers who ask you, a total stranger, to solve their problem. Most people don't trust total strangers enough to even tell them what their problem is. The exceptions would be people who desperately need someone, anyone to solve their problem, and are presumably asking everyone. E.g. the postings for Witcher jobs: if you have a dragon problem, you don't care who kills your dragon, or who knows that you have one.

One of the nice things about quests in We Happy Few is that quite a few of the townsfolk do, in fact, know the player characters. So right away it makes more sense if they ask for help.

There's a simple fix, though. Instead of having the quest-giver offer the quest and then offer a reward, give the player character a reason to know that the quest-giver can give that reward. Then if the player character asks, the quest-giver can say, "Well, I might do that for you, but first you have to do something for me." To me that feels more natural.


Monday, May 29, 2017

WHF Update - Dirty World

The other night at the bar, one of the company founders asked me to name one of the things I like most about the game. One of the things that came to mind is how we are telling the story of the world.

What we try to do in We Happy Few is “pull” narrative: we try to provoke the question in the player before we present the answer. I call it “pull” because the question pulls the player into interrogating his or her environment to find the answer.

Our narrative is “dirty.” Most of the stories we tell through lore and through encounters have relate at most tangentially with the player character’s overall goal. NPCs aren’t there to serve your story. They’re there to serve their stories; it’s only an accident that their story intersects with yours. When you meet them, they’re in the middle of something important to them, and they have somewhere else to be after meeting you.

To me, this feels more like real life. No one is on Earth to serve your life story. They are there to serve their own life story. Even your Mom, who loves you, is living her own story. It may be her goal to see that your life is a good one, but that is still her goal, not your (related) goal. To add to this notion, quite a few of our NPC stories intersect with each other. You are not the nexus of all that is interesting. Some NPCs hate each other. Some love each other. Some love and hate each other. Such is life.

In other words: we are hardwired to turn our experiences into story. Which means that, by giving the player chunks of narrative content that could add up to a story, we allow him or her to tell themselves their own story. To my mind, the Holy Grail of game storytelling is: get the player to tell the story, rather than telling the player the story.

The individual chunks of narrative need to be linear in order to bear meaning – Arthur’s story isn’t choose-your-own adventure. But I aim to give you spaces in between the cutscenes which you can fill in. I’m only showing you the peaks; you fill in the rest of the mountain.

That’s my goal, anyway: to let the narrative breathe.

Rest of the update