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

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.

Helen Lewis is deputy editor of the New Statesman. She has presented BBC Radio 4’s Week in Westminster and is a regular panellist on BBC1’s Sunday Politics.

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Defining The Defenders: the long history of the superhero team-up

Netflix's new show draws on an established traditon of bringing together disparate characters.

Today Marvel’s The Defenders dropped worldwide. It’s the culmination of Marvel Studios’ interlinked series for Netflix, and all episodes will be available simultaneously as is the streaming services’ wont.

The Defenders, and the Netflix series that have preceded it, seem modelled on how the Marvel Cinematic Universe films have worked in multiplexes. At least superficially. Characters get their own solo films/series, which become increasingly interlinked over time, before all featuring together in an onscreen ‘team up’. Here, they combine against a threat greater than any they could plausibly win against on their own, sparring and generating alliances, friendships and even enmities in the process.

This structure, of course, is Marvel’s film and TV projects aping their source material. Marvel’s comics, and superhero comics more generally, have long relished the "team up" and the "super team". The use of this approach by Marvel’s other media ventures is intuitively right, allowing the mass audience for film and television to experience one of the specific pleasures of how superhero comics work in the characters’ new medium.

The concept of the super team goes back a long way. The Justice Society of America, from Marvel’s Distinguished Competition, is usually considered the first. They debuted in All-Star Comics #3 (1940) and the team consisted of the Flash (the Jay Garrick version, Flash TV fans), Green Lantern, Hawkman, and now lesser known characters like Hour-Man, the Sandman (not the Neil Gaiman one), the Atom, The Spectre and Doctor Fate. Within a few issues Wonder Woman would join: as secretary. Because it was the 1940s.

What’s interesting about this initial super team is that half of these characters were published by All-American Comics (who actually published All-Star) and half by DC Comics themselves, making this an inter-company crossover. (The companies would later merge). It also used to be claimed as the first example of characters created separately, and with no intention of them being connected, interacting. It isn’t. There are countless examples in the pulp fictions of the late nineteenth century, but the claim stood for so long because it felt right that the original super team should be the source of such meta-fictional innovation.

The Defenders were created much later in comics history and first appeared in 1971’s Marvel Feature #1. The team, though, had its origins in the "Titans Three" an informal grouping of heroes who appeared in a three part story serialised across Doctor Strange #183 (November 1969), Sub-Mariner #22 (February 1970), and The Incredible Hulk #126 (April 1970).

All three of those comics were written by Roy Thomas. Caught on the hop by the sudden cancellation of Doctor Strange (#183 was the final issue), he wrapped up ongoing plotlines from the cancelled comic in other series he scripted, bringing the now title-less Strange into those other series in the process. A couple more appearances of the group together followed, before the team was formally named in the aforementioned Marvel Feature #1.

Dr Strange. The Sub-Mariner. The Incredible Hulk. It’s quite likely that anyone reading this who is only familiar with the publicity for Netflix’s The Defenders would be surprised by that roster of headline characters. (And that’s assuming they’re even familiar with Namor the Sub-Mariner, a character of 1939 vintage who has not yet reached the MCU.) This is a radically different group to Daredevil, Jessica Jones (a character not even created until the 21st century), Luke Cage and Iron Fist, the stars of the current TV series. None of the telly team are characters a Marvel zombie would associate with The Defenders, although Iron Fist has been a very occasional member of the team’s roster, as has Luke Cage. (In which context, it’s unfortunate that Iron Fist has been the least liked of Netflix’s series, with a mere 17 per cent approval on Rotten Tomatoes.)

The complete absence of all three of the original Defenders from its television incarnation could be seen as an odd decision. Neither Benedict Cumberbatch’s Steven Strange nor Mark Ruffalo’s Bruce Banner are expected to turn up, even for cameos. Marvel Studios has policed a strict division between its Netflix series and its cinematic outings, despite announcing them as being set in the same "continuity". The fourth "classic" Defender is even less likely to turn up. The Silver Surfer (who joined the team in 1972, less than a year after it was formed) is, due to some bad deal making in the 90s, off limits to the MCU. His film rights sit with Fox, who utilised him in the rightly all but forgotten Fantastic Four: Rise of the Silver Surfer (2007). 

One of the reasonably consistent features of previous incarnations of The Defenders is that the characters have generally faced mystical threats. They first teamed up to fight monsters from HP Lovecraft’s Cthulhu Mythos, and generally their antagonists have operated on that kind of scale. With Stephen Strange in the gang, that makes sense. You don’t need the sorcerer supreme to take out organised crime. But organised crime is largely what you’d expect Daredevil, Luke Cage, Jessica Jones and Iron Fist to take on, especially based on the Netflix versions of the characters. All four are "street-level" heroes, operating in New York, interacting with characters like murderous vigilante The Punisher and Kingpin of Crime Wilson Fisk. Perhaps splitting the difference, their team up series will see them take on The Hand. This is a ninja organisation, with mystical origins, that is nevertheless involved in organised crime and can be presented, as it has been so far for Netflix, within the context of crime stories.

Marvel’s Chief Creative Officer Joe Quesada has defended The Defenders being The Defenders by pointing out that the original team are largely unknown outside comics fandom, and their name means nothing to the public at large. (Although they have, of course, heard of all three of its constituent members.) Of course, for some this might sensible provoke the question "Why use it then?" What is this series called The Defenders at all?

The (original) Defenders were seen as a "non-team", a phrase occasionally used in the pages of their appearances. There was something deconstructive about this kind of team up. It was the pairing of characters who were unsuited to working, even to appearing, together and who would really rather not. (They had, after all, been brought together in the first place simply because Roy Thomas happened to write their separate titles.) The stories told with the group in some ways challenged and confronted the cliches of the decades old form that had begun back in All-Star Comics #3.

The line-up, and tone, of Netflix’s Defenders more resembles that of another, deliberately slightly interrogative non-team, that of the short-lived Marvel Knights book of 2000-2001. This did share The Defenders somewhat abstract definition of "team", featuring characters who didn’t like each other and didn’t want to work together, albeit without any mystical element to how they were brought together. Marvel Knights was also, in theory, the flagship of the line of the same name, at the time edited by... Joe Quesada. Hmm.

In recent years, Marvel have frequently cheerfully remodelled their comics - the original medium for almost all their characters - in order to incorporate changes and innovations pioneered as part of their film and television projects. Remixing their characters and the way they are grouped together in response to the success of their screen empire. The Guardians of the Galaxy, for example, have become more prominent in the comics, while characters whose film rights lie with film companies other than Marvel’s own, such as the aforementioned Fantastic Four, have been pushed to the margins. Accordingly, this August sees the launch of a new The Defenders title, featuring the lineup of characters from the television series.

Some loyal comics readers see this a case of the tail wagging the dog. Others might like to take notice of the metaphor used by comics writer Grant Morrison in his 2011 book SuperGods: Our World In The Age Of The Superhero. There, Morrison argued that comic books, while the medium in which these characters were created, was essentially the discarded booster section of the rocket in which they had been fired into the public consciousness, reaching vastly greater audiences in the process. 

“That’s not The Defenders,” commented a friend of mine on seeing a publicity photograph for the series a few weeks ago. It is now, mate. It is now.