What's your pet hate about bad video game writing?
One-note characters, bad exposition and boring choices -- Naomi Alderman and David Varela give their
By Helen Lewis Published 14 April 2011 13:52
In September, the Arvon foundation is running a week-long course, aiming to teach students about the unique challenges of writing for video games. I recently spoke to its tutors, Naomi Alderman and David Varela, about creating characters, worlds and dialogue for this fast-growing art form.
Both have experience writing for games and other, more traditional media -- Naomi is a novelist (her latest book, The Lessons, is published this month) and David has written for TV, radio and theatre.
What is the biggest challenge in writing a computer game?
David Varela: It's really allowing the player to feel that they are exploring and finding things out in a way that is organic; that they are not being all fed lots of expositions at key moments; that they are finding things out on their own. So giving them a sense of freedom when, actually, you are manipulating them.
What's your pet hate about bad game writing?
DV: It probably is too much explanation. Show, don't tell. You can build up a lot of information piece by piece through a well-thought-out environment; you don't need to literally shout out to people like you do in Call of Duty.
Naomi Alderman: I often feel there's a lack of understanding of character. Characters often just have an assigned role . . . In any game, once you've played it for a while in a particular way, your choices ought not to be the same as they were at the start. So three-quarters of the way through that game, if you've always been helping out the people who ask you for help at the side of the road, you shouldn't have an option to go on a shooting spree. That is where the character starts feeling hollow . . . if they will always do what you tell them.
Take an example from Monkey Island. There's a bit where Guybrush Threepwood is confronted by his beloved Elaine: you get to choose, "I love you so much" or "You're the only one for me"; but whatever you pick, what he says is "Bleugh bleugh bleugh".
It's a beautiful moment because he is a character -- he's not you. You can't make him do anything. At some point, you have to understand that he's a bit of a shmuck. Heavy Rain's very good at that -- there's that bit where you try to make Ethan walk across a crowded subway station and he can't do it. That's what character resides in.
DV: Heavy Rain is a really interesting example because, at a point at the start, it felt like a single-parent simulator, where you are having to tend to this child. It builds an interesting relationship between you and the child, where you feel a duty of care and, at the same time, you feel slightly irritated. You create a relationship through the gameplay and when your child goes missing, it feels like you have bonded already.
It's very frustrating when you lose Jason [your character's son] in a shopping mall and you assume that if you play well enough, you can find him -- whereas the game is designed not to let you catch up with him.
NA: As games mature as a form, I think we'll have many more games where you cannot win, in that quite narrow sense of winning. Silent Hill 2 is a real classic. There's a man who gets a letter from his dead wife, saying, "Come to meet me at Silent Hill," which is the place where they first met. And, obviously, there's a handful of ghosts and horrors -- and he's just a bloke and not very strong -- and can't fight very well.
By the end of the game, it seems like the whole thing is a kind of hideous hallucination of his and he's trapped into doing the one thing that the whole way through the game he doesn't want to do. It's brilliant. The point at which characters are limited in what they do -- that's when they start to become real, rather than being menus.
Do you think most developers or publishers are now seeing writing as important -- or is it an afterthought?
DV: I think it is rising in terms of priority. It is going to be an on-going battle and I expect it will take a while.
But it is definitely on a lot more people's mind now when they are first coming up with proposals. They are thinking of the creation of worlds, rather than the creation of games: so they do start thinking early on about the atmosphere of the piece, what is the story, what is the background story, where do the characters come from?
Naomi, you mentioned character. Did the ending of Red Dead Redemption irritate you -- when you go from Clint Eastwood-style badass to doing chores for your wife and ungrateful teenage son?
NA: Yes, there's no emotional arc: [John Marston] is forced to hunt down and kill all his old friends, he's betrayed by his government, he's kept away from his wife. If this were a movie, at the end he would be a very different character to the character he was at the start. When I played, I killed 734 people in that game -- you would think that would change a person.
The [lack of arc] was more obvious, maybe, because RDR is drawing on those tropes of westerns -- a big story about a man who becomes disillusioned with the life that once enthralled him and who comes to realise that all the deaths were for nothing. That's quite a typical story in a western. But there's no change in him . . .
What about the binary choices -- very good or very evil -- that pervade games?
NA: In Bioshock, it's save the girl, kill the girl -- not a very nuanced moral choice. In fact, it's so un-nuanced that it reminds you that you're playing a game and it's not happening.
Are there any games that push beyond that?
NA: I can name one for you: Dragon Age: Origins. You're a wizard at wizard school and one of your friends comes to you in a dreadful state and says "They're going to take away my powers" -- mentally castrate him -- "You have to help me escape."
Asking around, you find out that it's because the people who run the school know he's been dabbling in blood magic; [they say] if we let him out of the building with magical abilities, he'll be taken over by a demon and he'll become a threat.
So you don't know what to do. Obviously, it's a more melodramatic choice than most of us have to make in our lives but, at the same time, you sit there thinking, "Either I help him -- he is my friend, after all, and maybe he's right that the people who run this school are corrupt -- or I don't help him, because maybe they're right that he's a danger."
You just pick one and then you have to live with the consequences of your actions. In either case, the consequences are quite nasty.
What, for you, is the game with the best writing that's available at the moment?
DV: There's a beautiful game that came out probably 18 months ago called Flower, which is lovely. Elegant game, tells the story without a single word of dialogue, without a single word on the screen. It's quite an emotionally led story; quite impressionistic but it's very powerful; it makes you very happy.
It gives you structure without saying a single word. Writing is about more than just dialogue; it's about creating a journey.
Why don't the artistic aspects of video game writing get taken seriously in the mainstream media?
NA: Basically, you need to sit down and put in 50 hours learning how to use a console in the same way that you would sit and bloody learn enough about opera in order to be able to understand an opera.
There's also the fact that games are becoming increasingly cinematic.
NA: I sat and played Heavy Rain with a friend of mine, Josh Appignanesi, the film director [he directed The Infidel]. He was very interesting on the way that Heavy Rain is actually directed. Cut scenes are usually filmed from one angle -- two talking heads -- there isn't anyone thinking about conveying mood in that way . . . The use of that artistry is very interesting.
What do you hope to teach on the course?
DV: It's about getting people out of the mindset that writing is all about words. Writing a game is not all about the dialogue any more than writing a screenplay is just about the dialogue.
NA: Professionalism. Writing for games involves a lot of writing and isn't as much fun as sitting down and playing your favourite game. The best teaching involves asking really interesting questions and then allowing students to figure things out. I don't think games writing now is as good as it will be. It's a young medium -- it's OK to be a young medium -- but we have to keep pushing forward.
I'll be posting more from Naomi and David tomorrow. For details of the Arvon course in September, click here.
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21 comments
Haha, shouldn't you be charging for that kind of knowdlege?!
PORN IS GOOD
I don't think they're 'bashing on games' really. They criticise facets of a game, is that bad? Let's be honest no game is perfect. Criticising the binary moral choice of kill or save little sister is different to criticising Bioshock.
I agree with some of them, RDR was a fantastic game but the ending was a little off, a little too Hollywood. Bioshock is one of my all time favourites but the moral choices were blunt and obvious.
I play COD for fun but it's story is ridiculous and simple, it's the equivalent of a popcorn movie, there for entertainment, not depth. I think they (the two interviewed) need to (they may do but it's not noted) acknowledge that all games don't need to be exquisite stories with dark and light and everything inbetween.
Sometimes you just wanna get a big gun and make a bigger mess.
gotta say im kinda confused by this, the author dont seem to understand anything about games at all yet is charing people a fair amount of money suss to me and for my hates its when companys say one thing then do another
for example bullet storm promised full campaign co op then took it out before the release due to poor testing and claming it make the game easy and didnt make you need to use skillkills when they didnt try it on the hardest difficulty where even doing skillkills wasnt enough to unlock everything.
@ Ian Silvera
What makes you say that? As far as I was concerned, I was chatting to two interesting people about an interesting subject, which the Arvon course gives them a reason/platform to explore...
So, New Statesman blog runs PR pieces now.
dogs
Lack of imagination and laziness can ruin any game. I remember one time when I was the ref in a game of Dungeons and Dragons, the Wizardess wanted to talk to the Orcs. The fighers were freaked. I let her run a parly, she was cunning and pumped the War Cheif for useful info.
Don't worry, I threw in some extra Zombie's so the fighters could stomp something. ;-)
Bioshock wasnt meant to have the moral choice element - that was shoehorned at insistence of the developer-producers senior echelon. In any case, Bioshock was a major step forward in story-telling sophistication in games. There was depth and detail in the background, fleshed out by the decor and the voice recordings left behind, further enhanced by the individual stories and the quality of the voice acting. The actual plot of the game was quite straightforward, in 3 acts, but it took place in a fabulously detailed and lush context. And there was also the political/philosophical layer, the clash of arguments, of power, of class interests. Bioshock 2 was almost as good, but had less of that political-cultural resonance. Ken Levine's upcoming Bioshock Infinite, though, is looking utterly intriguing. As is the new Deus X and the Witcher 2...
@ Mike Cobley
Couldn't agree with you more - BioShock was an incredible game (and I very much enjoyed BS2, particularly the multiplayer) and I don't think the moral choice over the Little Sisters improved it much.
There was also the fact that if you "saved" them, you sent them off to play with some ex-Nazi medical experimenter. I was convinced throughout the game she was going to turn out to be doing evil things with them, undermining your "good" choice.
Perhaps the problem here is middle-class book readers now turning their attention more to an art form that was basically aimed at young working class men...
Head Over Heels on Spectrum didn't DH Lawrence - it had charm, detail, and outstanding programming and /playability/ for it's time!
didn't need*
-state schooled-
I am still stuck in the Space Invaders age. Honest, I am not joking. Not even that hedgeog and that southern european bloke age, what are they called again?
I have to wonder about something here - these two people are charging £600+ a head to teach people to write games, they denigrate some of the most popular games of the last few years... But can anyone tell me what games Alderman and Varela have actually written?
I am sory but game writing is not a younge media, are you forgetting the age old RPG genre! I mean come on. Best example (well in my opinion) The entire Final Fantasy series, I can sit and play FFVII even now, grathicly terible but the story is powerfull and the characters ever changeing. games like that will forever stay in my mind and heart.
When they don't mention where the off on button is.
Sonic and Mario? If you have a spare life to spend?
In any case, Bio-shock was a major step forward in story-telling sophistication in games. There was depth and detail in the background, fleshed out by the decor and the voice recordings left behind, further enhanced by the individual stories and the quality of the voice acting. The actual plot of the game was quite straightforward, in 3 acts, but it took place in a fabulously detailed and lush context. http://www.bathroomremodelingtips.net/
I agree with some of them, RDR was a fantastic game but the ending was a little off, a little too Hollywood. Bioshock is one of my all time favourites but the moral choices were blunt and obvious. I love how they bash on some very good games has if those games were real life events ... I for myself loved most of the games they bashed on and dislike most of the 1s they liked. Thanks for sharing..
pet products
I agree with some of them, RDR was a fantastic game but the ending was a little off, a little too Hollywood. Bioshock is one of my all time favourites but the moral choices were blunt and obvious. I love how they bash on some very good games has if those games were real life events ... I for myself loved most of the games they bashed on and dislike most of the 1s they liked. Thanks for sharing..
pet products
I love how they bash on some very good games has if those games were real life events ... I for myself loved most of the games they bashed on and dislike most of the 1s they liked ... been a gamer since age 4 now at 24 ... AND HOW DARE YOU BASH ON RED DEAD REDEMPTION THIS GAME SHOWS HOW IT WAS BACK THEN TO A FUCKING T