Narrative is an ambiguous word, and can mean different things depending on the medium a writer is working with. In games, narrative is a grand excuse, or justification. It is both a reason and a vehicle.
Now that I've confused you...in the end, narrative is most easily described as a method.
Specifically, narrative is a method the writer must use in order to present the world of a game to its player.
What does that mean? How does narrative accomplish this?
In game writing, there seems to be a delicate balancing act between the story and the experience. The story of a game consists of what happens in a game, and the experience is the combination of those events with the gameplay that the game's designers have intended.
Unlike other forms of prose, where story is central and essential, game writing requires the story to become secondary to the experience. Story must still exist, but it cannot remain the center of attention; that spotlight shines on the player, the protagonist.
Game narrative accomplishes this delicate balance by using three distinct mechanisms:
• Rewarding the player:
When a player accomplishes a difficult play section - let's say they just stopped a nuclear detonation - narrative rewards the player with a splash of information. Maybe the player wants to know why that nuke was set? Perhaps that player wants to know who did it, and where they escaped to! Or, maybe the player just wants to see the relief on the faces of innocent bystanders. Sequences of story used to illustrate these things can gratify someone who has overcome the challenges presented by gameplay.
• Immersing the player:
Immersion is also an ambiguous word, but I can define it best as replacing the reality of the player. When I'm playing a fantasy RPG, I look for a rich and well-defined world. When I stop feeling like I'm in my dorm room, and start feeling like I'm in that shady tavern, trying to avoid a bar fight, I've become immersed. Narrative that immerses the player must be convincing enough to make the world feel real.
• Giving a player identity:
In games, identity is like a travel guide; it places everything in an appropriate context for the journey the player is on. The purpose of identity is to stop players from asking "why should I do this?" The identity that narrative provides brings about reason. Those aren't character models you're shooting at; they're zombies. That's not an object that triggers a cut scene; it's the princess, and you're out to save her. Go do it. Now.
Understanding these mechanisms, it is easier to see how a game's narrative differs from a book's. Narrative in a game must focus on the protagonist, who is beyond your control as a writer. Players will never behave the exact same way as one another, and so your narrative must find ways to reward, immerse, and grant identity to each and every one of them.
More to come on the purpose of game narrative in the future.
Monday, March 9, 2009
Sunday, March 8, 2009
Write Everyday
A side note for me, tonight. To become a better writer - whether it's game writing, personal writing or otherwise - requires that you write every day. It doesn't necessarily matter what. Creative non-fiction, short stories, character bibles, poems, screenplays, reviews...they all add up in the end. Each style hones different aspects of a writer's ability. This is important to remember.
In the game industry, nothing can be more important that a diverse set of strengths. While designers truly have to be immersed in several fields of study, writers need to at least get their feet wet. More importantly, writers need to express these fields of study accurately, concisely, and in ways that INTEREST other people. I think that last bit is by far the hardest.
So, let these words serve a simple reminder to readers, writers and anyone else: diligence is a blessing in this world. In writing, it is a quality that may make or break you. Write everyday. Write literary gold. Write crap. But write!
In the game industry, nothing can be more important that a diverse set of strengths. While designers truly have to be immersed in several fields of study, writers need to at least get their feet wet. More importantly, writers need to express these fields of study accurately, concisely, and in ways that INTEREST other people. I think that last bit is by far the hardest.
So, let these words serve a simple reminder to readers, writers and anyone else: diligence is a blessing in this world. In writing, it is a quality that may make or break you. Write everyday. Write literary gold. Write crap. But write!
Saturday, March 7, 2009
What Game Writers Should Have
When embarking on any project, I think it's a good idea to take an inventory of what you have, and what you need. In this case, I think it would be appropriate to compose a list of what I ought to have ready for people I'll be approaching about game writing work.
It seems like a good idea for the moment to approach smaller companies and independent developers. These companies are more likely to be open to writers with less industry-specific experience. Items of note should include:
A resume and cover letter: These seem like no-brainers, but I suppose some people do forget to include them. My work as a writing tutor and educational experience will be of some interest to potential employers.
A sample portfolio: It seems that everyone's looking for samples from the get go. In the case of this writer, I may just have to invent sample work from hypothetical games. I have read that it is appropriate to invent "lost levels" for games that are already released, in order to display appropriate writing skill. I'll be double checking this, but it sounds like a plan.
With the expectation of eventually approaching larger companies with my work, a portfolio that is filled with independent project work would be ideal.
Diversity in writing: Game writers are called on to perform a number of different projects within a development process. Manuals, dialogue, storyboards, and even design documents are handled by game writers. It would be a good idea to become familiar with the nuances of each of these forms, in order to accurately write them for employers.
A network: It would be a good idea to get in contact with others. There are several free communities where independent developers come together.
This list in a work in progress, but it seems like we have all the basics for getting started. When more pops up, I'll be sure to update the post.
It seems like a good idea for the moment to approach smaller companies and independent developers. These companies are more likely to be open to writers with less industry-specific experience. Items of note should include:
A resume and cover letter: These seem like no-brainers, but I suppose some people do forget to include them. My work as a writing tutor and educational experience will be of some interest to potential employers.
A sample portfolio: It seems that everyone's looking for samples from the get go. In the case of this writer, I may just have to invent sample work from hypothetical games. I have read that it is appropriate to invent "lost levels" for games that are already released, in order to display appropriate writing skill. I'll be double checking this, but it sounds like a plan.
With the expectation of eventually approaching larger companies with my work, a portfolio that is filled with independent project work would be ideal.
Diversity in writing: Game writers are called on to perform a number of different projects within a development process. Manuals, dialogue, storyboards, and even design documents are handled by game writers. It would be a good idea to become familiar with the nuances of each of these forms, in order to accurately write them for employers.
A network: It would be a good idea to get in contact with others. There are several free communities where independent developers come together.
This list in a work in progress, but it seems like we have all the basics for getting started. When more pops up, I'll be sure to update the post.
Writing The Grind
A new blog, a new day - this will be the space where I record my thoughts as I learn to write freelance for the game industry. Having lived with game designers for the last four years, and having dated another for the last 18 months, I feel as if I've been given a close look at the processes that go into designing a video game. On any platform, the amount of work that goes into such a project can be truly staggering - even for the simplest of games.
The people who work on these projects are all very talented. Their skills as artists, programmers, producers and designers all trump mine, easily. However, there is one area of skill in which I see a weakness. Without strong writing, many games are doomed to failure.
Regardless of the scope - whether the words compose something as simple as an instruction page, or as complex as an entire game script - weak language will confuse or disinterest a player more often than not. It is my hope that I can use my skills as a writer to improve several projects, and that I might write about what I learn here. In this way, I hope to build experience working in the game industry, and refine my talents at the same time.
The people who work on these projects are all very talented. Their skills as artists, programmers, producers and designers all trump mine, easily. However, there is one area of skill in which I see a weakness. Without strong writing, many games are doomed to failure.
Regardless of the scope - whether the words compose something as simple as an instruction page, or as complex as an entire game script - weak language will confuse or disinterest a player more often than not. It is my hope that I can use my skills as a writer to improve several projects, and that I might write about what I learn here. In this way, I hope to build experience working in the game industry, and refine my talents at the same time.
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