|  
              
               
              There's something interesting happening in video games; not good, 
              not bad -- interesting
 in a Chinese proverb kind of way. 
            Writers are launching into heated debates on what 
              writing for videogames means and how writers should approach the 
              matter. There are those who believe the traditional narratives are 
              the truest way to tell stories. They use Hollywood conventions and 
              structures to tell the story (think "Prince of Persia" 
              and "Halo").  
            The second group advocates hypertext narratives, 
              where the writer helps build the environment and narrative of the 
              NPCs, but the player tells the story through his or her interactions 
              with the world. We're talking sandbox games like "The Sims," 
              where your characters are the story or that the story emerges through 
              the character's interactions with the world. Another good example 
              is "Façade," a free game on the Internet that's 
              catching people's attention. I recommend you download it (it has 
              nothing to do with scores or making money
 it's about saving 
              the marriage of two friends). You can find it here: http://www.interactivestory.net/ 
            Other games incorporate the two by allowing for 
              multiple choices. Think "Knights of the Old Republic," 
              "Jade Empire," "Wing Commander" or "Colony 
              Wars," where choice exists along one of a handful of rails 
              (rails determined by dialogue choice or based on mission success/failure). 
            The interesting thing is that I don't believe 
              the debate has as much to do with defining the future narrative 
              of video games as it does with making a mark on the medium. Let 
              me explain. What's happening with video games has already played 
              out in the transition from radio to television. Television relied 
              heavily on the format of its predecessor, radio
 at least until 
              it found its voice. Hell, movies were nothing more than showing 
              scenes of everyday life like an oncoming train (which frightened 
              the audience at the time). But both movies and television changed, 
              and with them, how society was entertained. 
            Now, we're seeing the exact same transition with 
              videogames, and many writers know this. What we're now seeing with 
              the small schism that's forming is, IMHO, an attempt by people to 
              become the architects of this new future. Hollywood writers, for 
              example, are coming into the field and pushing for Hollywood conventions 
              because that's their strength. There's nothing wrong with that. 
              Videogame writers, however, are pushing for scriptwriting that's 
              imbedded in games as part and parcel of the technology (as a means 
              of staking their claim on the future). 
            Frankly
 the debate is moot. They're both 
              right and they both have good ideas to offer. 
            The fact is, we are storytellers, and to pigeonhole 
              videogame writing into absolutes like hypertext narratives or conventional 
              storytelling is as dangerous as saying First Person perspective 
              in fiction is better than Third Person is better than present tense 
              is better than past tense. Wrong. It's not the perspective that 
              makes a story good or bad, it's the writer.  
            Perspective and writing are supposed to be reflections 
              of the writer. 
            Only
 
            
Only we have little such luxury when writing 
              for videogames. The game is rarely a reflection of the story we 
              as writers want to tell. Why? Well for several reasons: 
            1) The game is a collaborative effort. And unless 
              the point of the game is to push the story, the story ends up appealing 
              to the lowest common denominator because it's been distilled through 
              so many people. 
            2) As a result of the collaboration, you rarely 
              write the story you want to tell. You write the story that best 
              showcases the game.* 
            3) You rarely enter the protagonist's head. Unless 
              the game employs first person narration a la "Max Payne 2," 
              games are rarely about internal explorations. To do so would be 
              to tell and not to show. 
            4) Television and movies changed as audiences 
              grew more sophisticated in their tastes. As it stands now, videogame 
              companies are making significant money. They don't need to change 
              because their stakes in games are not diminishing. Just the opposite. 
              So
 there's no need to explore story when changes to technology 
              are sufficient. 
            That said
 as far as I'm concerned, to ignore 
              past conventions in how games are written is to rob games of powerful 
              myth. And stories without myth are hollow, even if that myth is 
              nothing more than paying homage to in media res or The 9-Act Structure. 
              To ignore the future, however, does all storytelling an equal disservice. 
              The genres learn from one another, and a revolution in one medium 
              might serve as a great catalyst in another.  
            If you want to follow the articles on writing, 
              read these. I don't agree with them all, but you might feel differently: 
            http://www.gamasutra.com/features/20050727/sutherland_01.shtml 
              http://www.gamasutra.com/features/20050728/adams_01.shtml 
              http://www.gamasutra.com/features/20050707/chandler_01.shtml 
            And if you want to read the letters disagreeing 
              with the articles
 here ya go: 
            http://www.gamasutra.com/php-bin/letter_display.php?letter_id=902 
              http://www.gamasutra.com/php-bin/letter_display.php?letter_id=908 
              http://www.gamasutra.com/php-bin/letter_display.php?letter_id=913 
              http://www.gamasutra.com/php-bin/letter_display.php?letter_id=915 
              http://www.gamasutra.com/php-bin/letter_display.php?letter_id=916 
              http://www.gamasutra.com/php-bin/letter_display.php?letter_id=918 
              http://www.gamasutra.com/php-bin/letter_display.php?letter_id=923 
            Finally
 if you are interested in writing 
              for video games, I seriously advise you to join: 
            www.gamasutra.com 
              www.idga.org 
             
            * One definition I like is that games in 
              their broadest strokes, are about the exploration of the game-space. 
              Writing for games is about supporting that exploration.  
                
             
             
             
                
             
                
            
             
           |