TGC '10: Writing for Videogames Is Harder Than it Seems

Lauren Admire

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TGC '10: Writing for Videogames Is Harder Than it Seems



Writing for videogames isn't as simple as putting pen to paper. It requires a methodology and exactness that Rafael Chandler has down to a science.

If you want to learn about videogame writing, Rafael Chandler is the guy you want to talk to. He's worked on multiple scripts in games such as SOCOM and Ghost Recon 2, has written a book titled the "GamaSutra [http://www.amazon.com/Writing-Handbook-Charles-River-Development/dp/1584505036]. Standing in an Iron Maiden t-shirt and jeans, Chandler opened his talk at Triangle Game Conference 2010 with an explanation of the "HOSEF principle," a technique that he employs whenever he first sits down to write a script.

When Chandler was in kindergarten, his teacher had a thick Southern accent reminiscent of Gone With The Wind. During a round of the Hokey Pokey, Chandler remembers his teacher singing "Put your 'hosef' in, put your 'hosef' out." To the teacher, this translated to "jump in the middle of the circle," but to Chandler and the rest of the class, it simply meant "stick out your groin." The lesson is simple: it doesn't matter if the teacher (or writer) knows what they are talking about, it only matters if the audience does.

Videogame writers, of course, also need to write a decent plot line, design compelling characters and create believable settings. However, there's another level involved in the process beyond creative brainstorming. Often, writers are not the only ones who will need to see or work with a script. Voice actors, artists, designers and producers will all use the script at some point, and it will need to be as easy and understandable for them as it is for the original writer. Writers will need to include directions and notes that can help each person working with the script accurately flesh out the scene that the writer envisioned. For instance, when directing a voice actor, Chandler explains that you will want to note what emotion each line of dialogue is supposed to convey, or how the main character feels about the other characters in the scene. The more detailed the description, the more accurate the scene will be.

After game launch, during what Chandler prefers to call "postpartum production," the entire team - including the writers - should take part in a positive, focused and impartial meeting to evaluate what went right, what went wrong, and what needs to be changed.

Overall, videogame writers need to be writing for more than themselves: they must consider their audience, their team and the real head honchos to impress: the gatekeepers, otherwise known as the people who decide whether or not to give your game money.




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scnj

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Nov 10, 2008
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Lauren Admire said:
and has written a book titled the "The Game Writing Handbook."
Excellent. Game script writing is the job I want to go into, so I'll definitely check this book out. It should have some useful information.

And it has a five star review from Karen Traviss at Amazon. This is madness.
 

Generator

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Seems like sound advice, if a little obvious. Still, I'll check into that book he wrote, as I plan on being a writer myself, and if I just so happen to choose that media to write for, a few tips couldn't hurt.
 

Jared

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Jul 14, 2009
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To be honest, those games didnt really have ground breaking writng behind them.

I think, if anyone, the people from Bioware might be the ones who would take the crown with this. I would love to see what they would write about it

Although, advice given there does make sense
 

boholikeu

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Chandler's points pretty much explain why taking in a writer from another field (IE a novelist or scriptwriter) doesn't necessarily make for a well-written game.
 

elricik

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Video game writing isn't any harder then writing for a Tv series or writing a novel, its all writing. If your writing sucks it sucks, it doesn't matter if change your script from a screen-write to a sitcom drama, if it sucks it sucks. I'm tired of hearing excuses about why video writing sucks, or why video game stories suck, stop making excuses and give me results. Bioware has the right idea, GTA4 script writing is incredible good as well. Don't give me reasons about why writing video game scrips are hard, stop complaining and do your job. I would kill to write for Bioware, so don't complain.
 

cobrausn

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Jaredin said:
To be honest, those games didnt really have ground breaking writng behind them.

I think, if anyone, the people from Bioware might be the ones who would take the crown with this. I would love to see what they would write about it

Although, advice given there does make sense
Bioware's writing can be really good at some points, but at other points it makes me cringe. I think GTA IV might have been the only game I ever played where none of the dialog seemed forced, although a lot of it was... well, very GTA.
 

Caiti Voltaire

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If you want to see good writing in games you really don't have to go any further than Planescape: Torment.

And I have to agree with the posts that say the named games don't have groundbreaking writing, and I'll raise you with saying that none of this guy's games do. It's not to say its horrid writing (it isn't, just run of the mill) but this doesn't seem like a guy whose a wizened master whom should be passing down his knowledge or something.
 

Noone From Nowhere

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I would think that,beyond branching storypaths,writing for videogames wouldn't be too different from writing a screen/stageplay (or puppet show),only in this case,the audience-actors take stage directions from the instructions manual and in-game prompts (perhaps in a HUD)rather than the script.
 

Noone From Nowhere

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Caiti Voltaire said:
If you want to see good writing in games you really don't have to go any further than Planescape: Torment.

And I have to agree with the posts that say the named games don't have groundbreaking writing, and I'll raise you with saying that none of this guy's games do. It's not to say its horrid writing (it isn't, just run of the mill) but this doesn't seem like a guy whose a wizened master whom should be passing down his knowledge or something.
Maybe the best game writing is effective because it doesn't get in the way of the gameplay? That's what I gathered from this guy being chosen to give advice.
 

Hurr Durr Derp

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Apr 8, 2009
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It's funny how several of these articles mention how developers need to look at games from the players' perspective, not their own perspective. Is this some kind of big news in the gaming world? If so, they're a little late to the party. In web design and application design I learned stuff like that almost before I learned to write my first line of code. I always assumed that the designers and developers of pretty much any kind of consumer product started out from their target audience's perspective, and it's hard to believe that's not the case for video games...
 

Newbiespud

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Hurr Durr Derp said:
It's funny how several of these articles mention how developers need to look at games from the players' perspective, not their own perspective. Is this some kind of big news in the gaming world? If so, they're a little late to the party. In web design and application design I learned stuff like that almost before I learned to write my first line of code. I always assumed that the designers and developers of pretty much any kind of consumer product started out from their target audience's perspective, and it's hard to believe that's not the case for video games...
I don't know... Take this from a novice game designer: the "player element" can be a terrifying thing to approach at first. The idea that the player is taking part in your game, that someone you don't even know is an integral part of the experience... it's daunting, maybe more so than the "audience element" in other media.

Not to say that professional game developers don't have a handle on that, but the point is that it's one of those things where it seems like it should be obvious, but isn't.
 

Rafael Chandler

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@ scnj: Thanks! I hope that you find the book useful. While it doesn't address the creative aspects of storytelling (there are many other excellent books on that subject), it does cover the nuts-and-bolts aspects of game writing from a production standpoint. My intent was to create a technical manual that would introduce the reader to the applicable game development processes. With any luck, it will help you in your endeavors. Good luck with your game writing career!

@ Generator: The write-up of my presentation, while excellent, didn't cover all of the material presented in my hour-long lecture. This makes sense, as the article would have been ridiculously long as a consequence. For example, I discussed franchise restrictions (the parameters that game writers must follow when they're working on an established IP or brand), the stages of game production (as they impact the writer), document formatting, technical writing, presenting narrative materials to the other developers on the team, casting and directing voice actors, and testing narrative content. For more information, you can check out some of the articles I wrote for Gamasutra here: http://www.game-writing.com/articles.html .

@ boholikeu: Agreed. It's difficult to transition from a passive medium to an interactive one without some understanding of the way that games work. Hopefully, the more that game writers talk about the process of development, the more writers in general will be able to participate in this interesting field.

@ elricik: An intriguing point, but not directly relevant. My goal with the presentation was to inform aspiring writers of some techniques that will permit them to do their jobs more effectively, as game writing consists of more than merely writing dialogue. The presentation didn't actually indicate that the job is a difficult one; it merely explained the various challenges that writers encounter, and it provided concrete examples of solutions that can be employed to mitigate problems.

@ TexaNigerian: It's a little more complex than that. While the process of writing dialogue may be comparable to writing a play or a puppet show (um, I guess), there are many other factors to take into consideration while writing a video game, such as working with programmers and artists, collaborating with designers and directors, giving and receiving feedback, casting and directing voice actors, taking direction from numerous sources (designers, directors, managers, marketing personnel, and publishers), and producing cinematic sequences. Furthermore, a game writer must deliver content to specifications, and the content must pass through several layers of approval prior to the casting and recording process.

@ Lauren: Thanks for writing this up, Lauren! I hope that you enjoyed the session. I had a lot of fun, and the attendees had some terrific questions. This year's conference was even better than the first one, and I'm really looking forward to TGC '11.

Best regards,
Rafael
 

Heart of Darkness

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Hmm. I do want to go into video game design after college. Perhaps I should check this book out...
 

Rafael Chandler

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@ Heart of Darkness: It's twenty-odd bucks in most places, but Amazon's got a couple used for about fifteen. FWIW, I've got a new book coming out in a few weeks called Fundamentals of Game Development, which is an overview of the game development process. Sorry, I know it's kind of gauche to shill like this, but if you're interested, ping me and I'll tell you more about the books.

In fact, if you're going to focus on design (instead of writing), I can probably recommend a few other books that you'd want to check out (as my Game Writing Handbook is focused primarily on narrative).
 

Caiti Voltaire

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Good story-writing for a game goes hand in hand with the gameplay. They are mutually inclusive. You need good gameplay to advance the plot in a video game and you need a good story to advance the gameplay.
 

rembrandtqeinstein

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Best stories:
Planescape Torment
Star Control 2
Ultima 5
Baldurs Gate 1 & 2
Deus Ex
System Shock 1 & 2

With Planescape having the distinction of being the only game that made me break down and cry.

S.T.A.L.K.E.R. SoC has almost no text, but the deepest, most immersive atmosphere of any "modern" game. That should be held up an as an example of how to "write" a game without tons of spoken dialog, text files, or ham-fisted "audio logs" left lying around.

Edited to say, before you write any video games you should be a dungeon master for a while. That will get you used to writing an compelling yet open story and compensate for player dickishness.
 

Rafael Chandler

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@ rembrandtqeinstein: That's an interesting notion. I've been a DM (or GM, or Director, or Keeper, or Hollyhock God, or whatever) for about 25 years. Never really thought of it as preparation for a career in game writing, but I can see the connection.

I take it you've done some DMing?