10 reasons video games are the hardest thing to write

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    10 Reasons Video Games Are The

    Hardest Thing To Write

    http://www.gamescdkey.com/news/10-reasons-video-games-are-the-

    hardest-thing-to-write

    Everyonehastheirfavouritequotes.Maybeitsalinefromanemotionallygrippingsceneinyour

    favouritemovie

    or

    that

    one

    joke

    from

    The

    Simpsons

    that

    could

    reduce

    you

    and

    your

    friends

    to

    gigglingmoronsweeksafter you firstheard it.Perhaps its something you readat school that

    managedtocutthroughthetediumofrotelearningandstickwithyou,orthatonetimeywimey

    speech.Whateverthesource,itprobablydoesnttakemorethanamomentsthoughtforyouto

    rememberyour favouritesandwhyyou like themsomuch.Tryingtorememberyour favourite

    quotes fromvideogames,though?Thatsanothermatter.Thereare loadsofmemorablegame

    quotationsthesortthatyouseeplasteredacrossTshirtsstretchingbacktoOurPrincessisin

    anothercastle!andbeyond,butwedontmakereferencetotheselinesbecausetheyrebrilliant

    writing.Instead,weusethemasproofofourgamingcredentials;youplayedSuperMarioBrosand

    ifsomeone

    recognises

    the

    quote,

    they

    know

    youre

    old

    school.

    Otherwise,

    ifagame

    gets

    quoted

    itsusuallytopokefunatitmockingsomemangledtranslation,cheesydialogueorterriblevoice

    acting.Allofwhichbegsthequestion:why,whenmodernvideogameshaveblockbusterbudgets

    and professional actors as standard, dowe still lack a shared culture of brilliant video game

    dialogue?WhyaregamesaswittyandquotableasPortaltheexceptionratherthantherule?Most

    peopleassumeitssecondratewritingthatstoblame,orthatthegameteamdidntreallycare

    aboutthestory.Whileitstruethatdepressinglyfewgamewritershavepriorexperience,thereare

    alsoabunchofuniquechallengesinvideogamenarrativethatevenveteranstorytellersstruggle

    todealwith:

    10. Hours Of Chatter

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    Chatter,knownmoregenerallyasincidentaldialogue,isthestuffyouhearfromminorcharacters

    asyourepeltingaroundLibertyCityorcheckingoutapassingAsariinMassEffect.Itsprettymuch

    crucialinanygamewhereyoucanwanderaroundatyourleisure,becausetheressomethingreally

    creepyaboutseeingdozensofpassersbytrompingalonginanoppressivesilence,butwriterslike

    totakeadvantageofchattertohelpfleshoutthegameworld.Chattercanexpandonplotdetails

    thataretoocomplicatedorunwieldyforacinematic,bringsomehumourtothegameandadd

    depthtominorcharacters.Unfortunately,dialoguelikethistendstobedreamtupwithoutafull

    appreciationofeverythingthatcangowrongonceyoudropthesecharactersintothegame,and

    justhowmuchadditionalworkitsgoingtointroduce.Canyouattackorkillthesecharacters?Ifso,

    theyllnotonlyneedscreamsandpleasformercy,youllalsohavetopenanalternativetothe

    wittybanteryoudscriptedbecauseonehalfofyourcomedyduo iscurrently trappedundera

    Porsche.Didthegameintroducechoiceofgender?Everylinewithamalepronounnowneedsa

    femaleequivalent.Youcantsaygoodevening ifthegamehasvariabletimesofday,andyou

    canttalkaboutaparticularlandmarkifthecharactercancropupanywhere.Oh,andyoullneed

    atleastfivevariationsofeachlinesothattheplayerdoesnthearthesamedialogueoverandover.

    Asthewriter,youllneedtoserveuphundredsofcarefullyneuteredpiecesofchatter,tryingto

    avoidrepetitionbutknowingyoucantrisksayinganythingspecific.Youllwritewaymorechatter

    thananyothertypeofdialogue,butyoullbeproudofpracticallynoneofit.

    9. Whered My Level Go?

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    Evenwhenyoureanintegralpartofthedevelopmentteam,youmightnotalwaysbearoundwhen

    someof thehardchoicesgetmade.Decisions tocutadditionalmodes,game featuresoreven

    entire levels are normally tense conversations between designers, producers and PMs, with

    everyonetryingtojugglethenumberstoavoidhavingtowieldtheknife. Ifyoureadedicated

    writer,chancesareyouwonthearthatapartofthegameisunderthreatuntilitsalreadygone.If

    youveseenanyformofgamebibleordocumentation,youllprobablyhavetriedtomatchyour

    storybeatstothesizeandstructureofthegameyoudontwantsixhourstopasswithnoplot

    developments,afterall.Forawriter,theconsequencesofthesecutscanbedisastrous;letssay

    level2wasamomentofintrospectioninthedesertwhereyourprotagonistmeetsagrufffather

    figure;itstheirconversationthatconvinceshertojoinupwiththerebellion.Thatlevelnolonger

    exists,buttheconversationstillneedstohappenatthatpointinthestory,soitllhavebecrammed

    inatthestartoflevel3which,unfortunately,openswiththeprotagonistjumpingoutofaplane.

    Youcanstickafilteroverthedialoguetomakeitsoundlikeitshappeningviaheadset,butyouve

    losttheemotionalimpactofthescene.Alotofsuddencharactershifts,oddplotholesandrushed

    exposition in gameshappensnotbecause thewriterdoesnt knowhow towrite, itsbecause

    chunksoftheirstoryaregettingrippedawayasaresultofthedevelopmentprocess.Scenesare

    cutfromfilmandTVtoo,ofcourse,butthereyouhaveateamofeditorsandproducersworking

    tosewthestoryswoundclosed.Ingames,thewritersoftenleftalonewithaneedleand,iftheyre

    lucky,astick

    to

    bite

    down

    on.

    8. Conflicting Deadlines

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    Ifyouwandereduptoafilmscomposer,handedthemacopyofthescript,andsuggestedthat

    they crackonbecause youdonlyhired theorchestrauntil theendof theweek, youdalmost

    certainly leavethestudio in intimatepossessionofamusical instrument.The ideathatthefilm

    would be scored using anything other than a damnnearfinal print would be considered

    preposterous.Ingames,thesekindsofcrazydeadlinesarecommon,andtheyoftenhitwritersthe

    hardest.Unlikefilms,gamescanlaunchsimultaneouslyinoveradozenlanguages,eachofwhich

    needstobefirsttranslated,thenrecorded,theneditedandmixed.Itsasequenceofeventsthat

    routinely takesmonths,and it requires the script tobe finalisedand lockeddown so thatany

    changedoesnthavetobehastilyreplicatedbyateamofpeoplewhomightwellhavemovedon

    tothenextproject.Hittingadeadlinecanbetough,butthatsnottheproblemwithtryingtolock

    downthescriptyoureprobablytryingtoclarifythedetailsofsomethingthatonlypartiallyexists.

    If youneed towrite finalised instructions forhow to drive a tank, and that tank hasntbeen

    designedyet,howcanyoupossiblyproceed?Onesolutionistousealotofaltsalternativetakes

    thatswapoutthekeydetails,likewhichbuttonfiresthetankscannon,andmaybeagenericsafety

    linethatworkswhateverthecircumstance.Altscosttimeandmoneytorecord,sowriterscanbe

    forcedtofallbackongenericdialogueandvagueinstructionstheselinesareoftenclunkybutat

    leasttheyrenotflatoutwrong.Sometimes,thatsascloseasyouregoingtoget.

    7. Script Standards

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    Ifyouveevertriedyourhandatwritingascriptorascreenplay,youlllikelyhavebeenbothbaffled

    and annoyed by all of the arbitrary rules you have to follow. Margins of particular widths,

    capitalised words seemingly at random film, radio, stage and even different types of TV

    programmeallhavetheirownuniqueformattingstandards.Therulesaresonumerousandfiddly

    thatprofessionaltoolslikeFinalDraftrakeinthemoneyeachyear.Learningthatgameshaveno

    unifiedscriptformatting,then,mightsoundlikegloriousfreedomfromthetyrannyoftheTABkey,

    but itsananarchythatllcomebacktobitethewritersooneror later.Forstarters,somebright

    spark(Im lookingatyou,programmers)mighthavedecided itdbesuperefficientjusttoenter

    dialoguedirectlyintothegameusingascriptingtoolorsomeXML,inwhichcasethereprobably

    isntasimplewaytopullitallintooneprintabledocument.HavingbaggedSamuelL.Jacksonfor

    yourgame,youdonotwanttobetheonepresentinghimwithamessofcoderiddleddialogueto

    read,soyouregoingtobepickingoutthetagsbyhandthenightbeforetherecordingifyourenot

    careful.Thatbeingthecase,youmighthavedecidedtokeepyourscriptinamoretraditionalstyle,

    particularlyifyoureusedtoformattingtools,buteventhisisariskyapproach.Traditionalscripts

    willbuckleundertheweightofallthechatter,altlines,notesandcontextthatneedstobegiven

    andactorswontthankyoufordrowningtheminpaper,either.Asthewriter,yourbestbetisto

    talktotherecordingstudioasearlyaspossibleandfindouthowtheyliketowork.Eitherway,you

    canlookforwardtoalotoftediouscopypastingthatllmakeyoulongfortheclammyembraceof

    FinalDraft.

    6. Skippable Cutscenes

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    Theresaspecialcircleofhellreservedforpeoplewhoskiporotherwise ignoreacutsceneand

    thencomplaintheydontunderstandwhatsgoingon.Unfortunately,writershappentoworkthere.

    Ifyouretheplayer,evenifyoureenjoyingthestory,therearealotofreasonstowanttoskipa

    cinematicoralengthyconversation.Itmightbethatyourereplayingthegameandtryingtoget

    toaparticularsection,orperhapsyoujust lostsomeprogressafterabadsave.Eitherway,you

    dontparticularlyrelishhavingtositthroughitallagain.Makingyourcinematicsskippablemaybe

    asmartdesignchoice,then,butitalsoincursthewrathofthewriter.Thisisntnecessarilybecause

    youredealingwithapretentiousdiva,althoughthatsentirelypossiblerather,iftheydknown

    aheadoftimethatyoucouldskipthecinematic,asmartwriterwouldhaveplannedforthatand

    writtensomedialoguetohelpkeepimpatientplayersontrack.Mostwritersarealltooawareof

    thatpeculiarbreedofgamerwhoshardwiredtohammerbuttonsandignoreanythingthatisnt

    gameplay,evenif(orperhapsbecause)theyreenjoyingthegame.Itsforthatreasonthatthefirst

    lineofdialogueonceplayresumesisnormallyasummationofwhatyoujustsawthiscanfeela

    bitclunky,butitsoneofthemanysituationsyouhavetoconsiderwhentryingtotellastoryina

    mediumwheretheplayersusedtogoingattheirownspeed.

    5. Branching Plotlines Failure And Death

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    RememberthatgreatmomentinAvengersAssemblewhereHulkrepeatedlysmashesLokiintothe

    floorbeforedeclaringPunyGod!?Itgotabiglaughinthecinema,butiftheaudiencehadseen

    thatsmackdowntwentytimesbecausethenextthingHulkhadtodowasjumpoveraparticularly

    obnoxious lavapit, itsdoubtfultheredhavebeenanyone leftaroundfortheshawarmascene.

    When a player has to repeatedly sit through the same dialogue, anything youve written

    regardlessofhowimpactfuloramusingitwasthefirsttimeisgoingtoleaveasourtaste.Games

    writersneedtobecontinuallymindfulofhowandwheretheirdialogueisbeingusedsothatthey

    canshape itaccordingly.Makingsuretoputjokesbeforecheckpointsratherthanaftersothat

    theyrenotheardadnauseum,andwriting shortversionsof lines thatplay ifanareasvisited

    repeatedly,aretricksthathelppreventthescriptfrombecomingobnoxiousandarentthings

    that film andTVwritersnormallyhave to thinkabout.On theotherhand, if agame features

    branchingplotlinesordialoguetrees,thewriterneedstobeincrediblyvigilanttomakesurethat

    vitalinformationisseenatall.Writingbelievabledialogueinbranchinggamesistough,especially

    iftheplayersallowedtotraveldownagoodorevilpath.Youvenormallygotjustoneshotat

    establishingacharacter,eventhoughtheycouldbetalkingtoalatterdaysaintoramassmurderer,

    andyouvenowayofknowingwhich.Keepingtrackofallpossiblechoicestheplayercouldhave

    made at that point, and sculpting characters attitudes so it feels like those choices actually

    mattered,canbeafulltimejobinandofitself.

    4. Pacing And Length

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    Theresanoldruleofthumbaboutworkingwithscriptsonepageequalsoneminuteofscreen

    time.Itdoesntreallystanduptoscrutiny,butitssymbolicofaworldthathastriedandtested

    rulesforhowlongyoullhavetotellyourstoryandwaystomakebestuseofthattime.Looktothe

    gamingrulebookandyoullfindthepagesmostlyblank,oroccasionallywrittenintears.Itshard

    topredicthowlongyourgamewilltaketocomplete;hugedifferencesinplaytimecananddooccur

    becausedifferentplayershavediffering levelsofskill.Assuch, itsalmost impossibletotryand

    imposeaframeworkevenasimplethreeactstructureistrickytomapontoagame.Whydoes

    this matter? Well, noone wants to write a story that drags on at a glacial pace or feels

    unsatisfyingly rushed,of course,butgamersalsohave theannoyinghabitofwanderingoffat

    random times toeatand sleep.AsaTVwriter,youcanbe fairly certain thatyouraudience is

    advancingthroughthestoryatroughlyanhourperweek.Ifitsamovie,youknowtheyrelikelyto

    seethewholethinginasinglesitting.Thisletsyoucontrolyourpacing;bringingbackplotdevices

    justwhentheyveslippedtheaudiencesmindforaneffectivesurpriseandspacingyourstoryarcs

    evenlyacrossaseason.Aimingforasimilarlevelofcontrol,gameshaveexperimentedwiththeTV

    modelartificiallychoppingtheirstoriesintochaptersandincludingrecapstohelpeasegamers

    back intotheplot.Really,though,gamingsanewmediumanditneedstolivebyitsownrules.

    Gamewritersaregettingbetteratpacing,mostlybytrialanderror,buttheyrealongwayfrom

    fillingtherulebook.

    3. Story VS Exposition

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    Wemay,finally,becomingtotheendofaDarkAgeinvideogamesthatperiodinhistorywhere

    peopletriedtoweavebasictutorial instructions intotheplot.Forawhile itseemedthatevery

    grizzledsoldierorupandcomingninjastartedthedaywiththeirsuperiorsputtingthemthrough

    somesortofinitiationritualorcombatreadinesstrainingthatinvolvedwalking,pressingbuttons

    andjumpingoverabunchofbarrels.Itsnotjustlaboriousgameplay,itsaterribleopeningtoa

    story that youd promised was going to be an exciting actionadventure. Fortunately, game

    designershavewiseduptothiswhilegamesstillhavetutorials,theytendtobetightlyguarded

    rollercoasters(makingyourwaythroughanexplodingbaseorshipisafavourite)wheredialogue

    isusedtosetuptheplotratherthanteachyouthebuttons.Itsstillexposition,butthenarrative

    doesntgetboggeddownbyinstructions.Sadly,therestofthegamenormallydoesntgetoffso

    easily.Partofwhatmakesgamedialoguesoclunkyandunconvincingisthatitsriddledwithallthe

    expositionthatplaguesfilmandTV,butgamesneedtogoonestepfurthertheydontjusthave

    totelltheaudiencewhatshappening,theyhavetotellthemwhatneedstohappennextandhow

    togoaboutdoingit.ItsasifJackBauersmissionbriefingshadtobebothgrippingdramaANDa

    foolproofmethod for theaudience toassembleasetof shelves.Clevergamedesigncangive

    playersthethrillofworkingoutsolutionswithoutexposition,justlikewegetathrillwhenahero

    getsthemselvesoutoftrouble inawaywewerentexpecting.Itnotonlymakestheplayerfeel

    smarter, itallowsthewritertoconcentrateontheplotandnotthe instructions.Rest inpeace,

    tutorialboot

    camp,

    you

    wont

    be

    missed.

    2. Getting Stuck Derails The Plot

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    Itssad,buttrue.Therearethosepeoplewholongtolosethemselvesinthehistoriesofancient

    fantasyworlds,andthosewhojustwanttopunchdragons.Youmayhavedoneyourbesttopen

    what thepublisherdescribedasa thrilling interactiveexperience,but agood chunkof your

    audiencewillholdtheperfectlylegitimateviewpointthattheyvesatdowntoplayagame,not

    toreadabook.Itcanbeabitterpilltoswallowfairenough,noteveryonesgoingtolikewhat

    youvewritten,butifyouwereworkinginfilmorTVyoucouldatleastassumeyouraudiencehad

    amild interest inyourworkandwerewillingtogiveyouachanceto impressthem.Writefora

    gameandapercentageofyouraudiencestartsoutasactivelyhostiletowardsyoureffortstotella

    story;youllhaveanuphillbattlejustconvincingthemtolisten.Peopleoftenmaketheargument

    thatgamesdontneedstoriesatall,andthatthemosteffectiveonesaretoldwithoutwords.Yet

    to be a successful game writer, towin over the player and craft a story that deepens their

    connectiontothegame,asksfarmoreofyouthanturninginascript.Youllneedtofindawayto

    workcloselywiththegameteamtohelpbuildworlds;everythingfromthehistoryofthelandscape

    tothewayacharacterdressescanbetouchedbythewritertohelptellastoryusingmorethan

    justdialogue.TimesarechangingnotableauthorslikeRhiannaPratchettaretalkingopenlyhow

    towritegamesasgames,and theireffortsareslowlycoming tobeappreciatedby teamsand

    playersalike.Dedicatedgamewritersworkingaspartofteamsare,finally,becomingtherulerather

    thantheexception.Writingforgamesisstilldifficult,andyoullbeworkinginthedarkalot,butat

    leastyou

    wont

    be

    working

    alone.

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