Bioshock Writer Fed Up With Industry

hazydawn

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Link XL1 said:
these differences are why the other mediums even exist. and why video games have the potential to be the best, because A) they're so young (gotta remember our idea of novels has been around since the 11th century! and films been going since the 1800s) and B) that user input adds a level of depth and escapism that books and movies can never have.
Well written! But I wouldn't call this depth escapism, rather immersion or "reality effect". I don't believe people generally praise a book, movie or play by saying that it allows for great escapism. ^^
 

BloodRed Pixel

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I really fear for O'Conner that she might only think the grass is greener elsewhere.

If you are working for the industry even when writing books, the mainstream tropics and settings is the only thing that gets approved by big publishers.

For some reason there is a vast gap between publisher's (any media) disappreciation of original (and therefore unproven to make money) stories and the audience that, for the very most part, values and rewards original stories.

And face it: in MOST media production 50% of the budget goes marketing 40% to presentation and tech side, 9% to the catering service, and the rest is devided between the cleaning personal, the headmaster and his dog and script writer(s).

How much you get paid for an original script is humiliating. Words are cheap indeed.
 

eberhart

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Strazdas said:
Cognimancer said:
she's worked on titles like Bioshock, Far Cry 2, and this year's Tomb Raider reboot. Those games are often heralded as superb examples of games with good writing
No. No. Far Cry 2 was an awful game and story in there were pretty much non-existen to begin with. All the story contained around 15 minutes and the rest were generic "go there kill this" missions that repeated themselves over and over and over again.
If that is a highpoint of her career away with the likes of her.

She also worked on story gems like Gears of War, Crysis Warhead, Dungeon Siege 2, Act of War: Direct Action... Annnnnd my confidence in her loses one additional point... Then I see her saying something like:

But the more savvy I got - and I've been working on these great projects that are arguably the best ever made - it's like, 'This is the mountaintop, and this still isn't cutting it
...and my confidence is gone. Now I am not sure she knows what she is even talking about. If stuff she worked on seems "arguably the best ever made" (at least it's "arguably"!) to her, especially in writing department, then either she simply lacks perspective (which is hard to believe) or is amazingly arrogant (why not, free advertisement with an interview after all).
 

IronMit

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bells said:
the amopunt of "DENSE" in this thread is too high.

For fuck sakes........

her point is clear and HAS been proved over and over. in MOST, the LARGE MAJORITY of all great game company, where the greatest art assets lie, where the big budgets are... you cannot come in with a super story and have a game built around that.

in MOST cases, it's the other way around. There is a mechanic, a game is built around that. Then the story gets added in, and it has to fit all the possibilities and limitations of the mechanics already agreed by the technical team. Even if they
have no point in the story the writer would like to tell, regardless of how good it may be.

It's like you getting a book deal worldwide where you are told to write a book but are given a box with marketing assets and description of characters, places and events that your book must contain. It can be done, it can even be good, but you will never be able to create the book the way you want to.

Unless you move to a lower tier developer and very specialized games.

her point being that when i want story in my game i should not just look out for Telltalle or the next look-alike. i Should be able to find it in any game that sells itself with a story. So, not ALL games must have a big grand story... but those who do, should be more honest about it. You don't have your engine designer and lead artist defining what a writer can or cannot write about... that's not how you do story properly. And yet, this is how games are done.

So... she can't simply "trailblaze". It's stupid and near sighted to even come to that conclusion. The fact is that, any great writer that want to work in games has 3 options... have a publisher love your work so much that they make games FOR your book (witcher) even if they butch the story here and there... or have your story completely drive the game in lower tiers and tiny budgets (as most indies do). Or get a big paycheck for a big selling game earned in a job well done in a story you wrote by connecting the dots that a bunch of non-writers gave to you.

That's the landscape we have right now, and guess what? the VERY FEW good examples of story leading design of a story based game don't annul the fact that the majority of story driven games is lead by mechanics. And not all writers want that, because it's a limitation of freedom of creativity impose just to market it more.

That's her argument. it's not hard to understand... i baffle to see just how many people here so blindly missed such a simple point.
Exactly

Most people in this thread have completely missed the point. It's actually scary how off the mark people have gone...I can only assume that most of them just skimmed the article.

The point is the writing and story is constrained by needing to justify shooting 400 people in the face. Either the writing suffers or ludo-narrative dissonance occurs...or mostly both. This subtracts from the experience as a whole.

Some people don't care about ludo-narrative dissonance, which is fine..but you have to understand that some writers would.

Sadly the investment needed to make a AAA game means that publishers will only green light what's safe...and those are shooters and certain rpg's. She has a good resumé, she could find some indie dev team or something

''but I really want to tell different kinds of stories, and I don't know if games are the right place for the stories I want to tell.''
Gaming might always be constrained by the mechanics available, budgets and publisher decisions. She may never be completely satisfied. It's just a writer talking about weather the game industry is a a good place for her personally to be creative. Our opinions on what games stories should be has no bearing on weather this writer feels for-filled or not. Different writer's will be happier in different industries
 

Strazdas

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eberhart said:
Strazdas said:
Cognimancer said:
she's worked on titles like Bioshock, Far Cry 2, and this year's Tomb Raider reboot. Those games are often heralded as superb examples of games with good writing
No. No. Far Cry 2 was an awful game and story in there were pretty much non-existen to begin with. All the story contained around 15 minutes and the rest were generic "go there kill this" missions that repeated themselves over and over and over again.
If that is a highpoint of her career away with the likes of her.

She also worked on story gems like Gears of War, Crysis Warhead, Dungeon Siege 2, Act of War: Direct Action... Annnnnd my confidence in her loses one additional point... Then I see her saying something like:

But the more savvy I got - and I've been working on these great projects that are arguably the best ever made - it's like, 'This is the mountaintop, and this still isn't cutting it
...and my confidence is gone. Now I am not sure she knows what she is even talking about. If stuff she worked on seems "arguably the best ever made" (at least it's "arguably"!) to her, especially in writing department, then either she simply lacks perspective (which is hard to believe) or is amazingly arrogant (why not, free advertisement with an interview after all).
Well Crysis warhead writting was on par with thep roduct - it was a graphics first old school FPS (go in, shoot, dont ask questions) and the writting was fit for that. I do agree about other stuff.

Lieju said:
HaraDaya said:
My favorite games aren't the ones that tell a story, but the ones that let me create my own.
Such as?
There are plenty to choose. Eve recently did a community even where people got to write their own stories that they created in games and community voted which oens to keep. they can be found at https://truestories.eveonline.com/ideas/top
Eve online is a sandbox. it has a story, a great one in fact, but the interactions there are not scripted. people create the game, invent new ways to play it, and as a result has stories far better than any writer can come up with. and you know why? because they are real and you (not some imagined character) are part of it.
 

Eleuthera

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Yosharian said:
Games would be so much better if they had a fast-forward button which enabled me to skip combat.
Yes, I noticed the irony tag. But there are actually quite a few games where I would really like that option. I enjoy (interactive) storytelling in games. The Mass Effect games would be a lot more fun, and have a lot more re-playability (for me) if I could just skip the very annoying combat sections, and just play the rest of the game.

Do all games need to have (or be) sprawling stories? Of course not, but some games could definitely do with a bit more focus on making the gameplay fit the story.
 

Falsename

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Stories vary depending on the medium they're being expressed through. Hence why it's difficult to convert a novel to film without sacrificing much of the written narrative to cater to the audience at the cinema.

Don't believe me? List the amount of video games directly converted from a movie that you enjoyed for the narrative. Can't do it can you. =P


But video game narratives and stories have become drastically more impressive in the last year alone. Examples? Far Cry 3, Bioshock Infinite and a few others. And that's because the writers took a few chances and they were a success. More chances will be taken, better stories and more 'art'.

(Honestly Bioshock Infinite is the only game I classify as officially 'art'. Child of Eden aswell. But in the same way that movies aren't art. Movies are movies, books are books and all that).


What this writer is saying isn't 'I'm fed up'. It's an attempt to give other writers a kick in the butt.


Video games are no longer developing, they're developed. Now they can start to be branched out and experimented on. Don't worry, everything will be fine.
 

Mycroft Holmes

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I'm confused. People think that Farcry 2 and Tomb Raider were well written?

Space Jawa said:
Does anyone really care that much about the stories behind Halo, Gears of War, Starcraft, World of Warcraft, League of Legends, or others compared to what they're getting out of the gameplay?
Yes.

I have a friend who refused to buy Heart of the Swarm because he heard what happens to Kerrigan in the story. Also he quit World of Warcraft because of what they did to the Warcraft story line.
 

Strazdas

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Mycroft Holmes said:
I'm confused. People think that Farcry 2 and Tomb Raider were well written?
Havent played tomb rider (was never itnerested in the series) so cant tell but for Far Cry it seems tha only the OP that thinks that.
 

Falsename

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HaraDaya said:
My favorite games aren't the ones that tell a story, but the ones that let me create my own.
Very true, an example of how a narrative for a video game must be different to that of any other medium. (Novels/Films, etc).

Examples:

-Halo is scripted and tells a story.

-Skyrim throws you into a world and allows you to create your own. Not with choices in a story, but with whether you choose that particular story.

I remember in skyrim when I fought in the battle of Whiterun with my Thane. Both in stormcloak armour because you might aswell look the part. The drawbridge was down and we were on our way inside before I realised she was no longer following me. She had been killed by an arrow, (probably a stray one considering that no one attacks a downed companion).

I quit the rebellion after that battle, went to the mage's college and majored in conjuration. Mostly in reanimating the dead... no sure why exactly. Something about losing a close companion and wishing that mortality wasn't permanent I guess.

That's my example of my own story created in a video game. (Granted I was playing Skyrim in that 'Hardcore' difficulty mode. You know, playing on Expert and abandoning your game if you ever die).


Aaaaand now I've forgotten what exactly I was talking about.
 

IronMit

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Mycroft Holmes said:
I'm confused. People think that Farcry 2 and Tomb Raider were well written?
Tomb Raider has a lot of stuff happening in it. Characters, island backstory, character development, and then the actual stuff that happens.... not amazing..but not bad. Killing 300 people on the island in an extended corridor subtracts from that though.
 

MeChaNiZ3D

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So a writer's response to bad writing is to leave the industry? That'll sure solve a lot.

Wonder what would happen if every drop in the sea realised how small it is and how little influence it has on the power of a wave, and evaporated out of disappointment.

But that said, I find it funny that the writer of a game where an archeology student unexpectedly develops weapons training holds that there should be reasons for shooting people. I can think of plenty of reasons Lara Croft shouldn't have been shooting people as easily as she did.
 

deadish

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She should write for RPGs. The content is slightly more "varied".

Even so, games can tolerate a certain amount of "absurdity". The trick is to properly focus the player's attention on the dramatic parts (which have to be kept straight) so they can close an eye with regards to the "nonsensical" parts.

Look at the JRPGs over the years. You go in to people's house and just walk out with their stuff. Enemies drop all sort of weird crap. There are random floating balls that contain items. Characters grow stronger by choose stuff from some kind of grid that exist heaven knows where.
 

maninahat

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Corven said:
The phrase "be the change you want to see in the world" comes to mind when I read this article. If she wants to abandon ship and not be a contributor to paving the way for better storytelling in games then good riddance.
There is only so much one person can do. Games are a collaborative process, and she points out that writers are brought late into the project, after the genre, characters, art, setting and levels have already been decided upon by others. The writer is given very few decisions, and very little to work with. Other writers have reported similar frustrations. Even the likes of Ken levine still have to bow to producers, "market expectations", budgeting, franchise consistency etc. before they've even begun to pen a story for a game. I can appreciate a creative person wanting to get away from such a restrictive and poorly ordered process. In movies, they write the story before production starts.
 

Nyaliva

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People have mentioned that she should be the change she wants to see but I think the point she's wanting to make is that game developers don't WANT good stories in their games because they treat them with less respect than the technical aspect of the cutscenes which are meant to deliver the story. She could rewrite Shakespeare with lasers and dinosaurs and it wouldn't matter unless the developers were willing to spend the time and money to work it into their game.

If you were a genius psychologist who took a job on the internet responding to tweets with other tweets, would you try to help people change their lives in 140 characters or would you move to a professional psychology clinic where your patient count is much lower but your impact is much more significant? Susan O'Connor is simply making that decision.
 

maninahat

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MeChaNiZ3D said:
But that said, I find it funny that the writer of a game where an archeology student unexpectedly develops weapons training holds that there should be reasons for shooting people. I can think of plenty of reasons Lara Croft shouldn't have been shooting people as easily as she did.
As both her and Rhianna Pratchett pointed out, a game writer's job is limited to providing a justification for why Lara is shooting things, not deciding whether she should be shooting things in the first place; those decisions get made long before they are hired. That's what frustrates them.