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More on Game Theory

  • Feb. 11th, 2008 at 12:47 PM
Mass Effect, Turian
Chris Kohler has an interview with UbiSoft's Yannis Mallat at the Wired blog. In particular, Mallat talks about wanting to create emotional investment in games. In particular, he talks about what I referred to as "parlor tricks" -- ie, reliance on cinematics to give the illusion of investment.

He seems to get it, though in specifically game-design terms, rather than in story terms, talking about "building a relationship between the game and the player."

Here's an idea.

Hire. Good. Writers.

Or am I out of line?

Comments

( Comment )
[info]thetathx1138 wrote:
Feb. 11th, 2008 08:59 pm (UTC)
It'd help, but honestly the way games are trending it's getting trickier and trickier. How do you incorporate a plot into a "sandbox" game that doesn't force it onto some form of rails? Do some genres even NEED story (witness "Guitar Hero III")? Can the designers come up with a game that will even allow the writer to come up with a decent story in the first place?
[info]anuisance2you wrote:
Feb. 12th, 2008 12:43 am (UTC)
This is what jumped to my head pretty quickly. Then upon some thought, I figured a writer could help the experience out still. Sure, there are games that are "open environment" but ultimately require you to follow a semblance of a plot to get to the "winning" of the game (I'm thinking FF VII) and then there are games that are much more open ended like Oblivion, where you can choose how much of a story to participate in. You can either spend all of your time running around killing anything you run in to, or you can take part in a quest. Both of those types could really benefit a competent narrative, but the trick is to get it off those rails like you say. A task for someone who is competent in both plot advancement and gaming I think....

The lame attempt at a plot in GH 3 says to me they should either abandon it altogether (Just play the songs damnit!) or get someone to write something for them. It's annoying.
(no subject) - [info]thetathx1138 - Feb. 12th, 2008 01:02 am (UTC) Expand
[info]tsob wrote:
Feb. 11th, 2008 09:00 pm (UTC)
This goes back to the long standing problem in game development, where producers see no connection between writing and profits.

Attitude in question: artists are needed; musicians are needed; business people are needed to create a game. They all have skills that required effort to acquire and that others do not have. Anyone can write.

This is deeply WRONG, of course, but it is the attitude.
[info]tiredfairy wrote:
Feb. 11th, 2008 09:03 pm (UTC)
My husband is a designer and one of his major peeves is the lack of narrative integrity in a lot of games. I think a lot of people underestimate the power of a good, strong, conceptually influential story.

Some games don't require a story element and that's fine...but plenty do as a major part of game play and the overall experience. BioShock is a good example, as is Knights of the Old Republic. The story is integral to gameplay and without it would ruin the experience.

The reality is, people like stories...although they don't always know what makes a -good- story or why it matters. I think game companies are starting to slowly make that connection, though.
[info]mercuryeric wrote:
Feb. 11th, 2008 09:07 pm (UTC)
Or am I out of line?

Well...yeah. "I mean, obviously, anybody can write. That's just typing. We can hire temps for that."

Actual quote from a senior Microsoft Game Studios executive.

Not even kidding.

-E

[info]thetathx1138 wrote:
Feb. 11th, 2008 09:13 pm (UTC)
This explains the majestic plot of the Halo...OK, I can't even finish writing that with a straight face.
[info]jeffrey wrote:
Feb. 11th, 2008 09:28 pm (UTC)
It's not even just games. Movies and television are the same way, hence the strike.

It's ridiculous. And maddening.
[info]thetathx1138 wrote:
Feb. 11th, 2008 09:33 pm (UTC)
I just looked at your profile. I'm sorry, I didn't mean to blanket-slag your work. :-/
(no subject) - [info]mercuryeric - Feb. 11th, 2008 09:43 pm (UTC) Expand
(no subject) - [info]thetathx1138 - Feb. 11th, 2008 09:46 pm (UTC) Expand
(no subject) - [info]mercuryeric - Feb. 11th, 2008 09:50 pm (UTC) Expand
(no subject) - [info]thetathx1138 - Feb. 11th, 2008 11:05 pm (UTC) Expand
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(no subject) - [info]mercuryeric - Feb. 12th, 2008 06:59 pm (UTC) Expand
[info]sweetdragon wrote:
Feb. 11th, 2008 09:19 pm (UTC)
And that's why I love Final Fantasy XII so much.
[info]hdefined wrote:
Feb. 12th, 2008 02:49 am (UTC)
You're kidding, right? Or did you mean FFX and the II was a typo? 12's story was the weakest of any FF game I've played. The characters, with the exception of Balthier, were as dull as cardboard, and the plot was a mess. The voice acting was great, as were the graphics, but it sure didn't make up for the most forgetable plot in the series.
(no subject) - [info]sweetdragon - Feb. 12th, 2008 03:37 am (UTC) Expand
(no subject) - [info]hdefined - Feb. 12th, 2008 03:52 am (UTC) Expand
(no subject) - [info]sweetdragon - Feb. 12th, 2008 09:37 am (UTC) Expand
(no subject) - [info]hdefined - Feb. 12th, 2008 12:48 pm (UTC) Expand
(no subject) - [info]alexg119 - Feb. 12th, 2008 03:07 pm (UTC) Expand
[info]scarcrest wrote:
Feb. 11th, 2008 09:23 pm (UTC)
Sounds like a no-brainer to me. Of course, people in positions of power are, sadly, often no-brainers.

I'd shell out for a video game written by you ... the guys from The Wire ... and maybe a handful of other people and comics and in television, even though my days of gaming are long behind me.
[info]drkscrtlv wrote:
Feb. 11th, 2008 09:27 pm (UTC)
Starcraft is my favorite game of all time, and I found it rather well-written. I played Ubisoft's Assassin's Creed and found it pretty, but didn't find myself emotionally involved at all. The dual-layered storyline was interesting conceptually at first, but quickly bored me.
[info]nealbailey wrote:
Feb. 11th, 2008 09:54 pm (UTC)
Every single game, with the exception of Blizzard games (and are they an exception? Case to case), that I play to death has to have good writing. Few do, by my assessment. I will play a game that flat-out SUCKS in mechanics if the writing is to my liking.

The real question is not if you're out of line, you're not, the real question, the sad question, is if the audience at large prefers awesome mechanics to a good story, and if that's driving the medium backwards at times, sometimes justifiably. For instance, you're not gonna get much story out of Mario Galaxy or Rock Band, but I see lots of kids playing them... South Park made a good point about that recently, where Stan's dad popped out a REAL guitar and played crazy licks and they snorted derisively.

The rift already kind of forms, like people who constantly read nothing but pop-culture non-fic biographies of Paris Hilton once every three years and the folks who consume, consume, consume, tucked in there with the game snobs.

I see it going like books, maybe? Specializations? But either way, in an ever-broadening market, writing will have its say, I hope.

Either way, I have some nice little game pitches tucked away for the day when the medium expands, as I believe it will. I always wanted to write a Choose Your Own Adventure as a kid, and video games are that taken to the adult level and given teeth.
[info]hdefined wrote:
Feb. 12th, 2008 02:51 am (UTC)
"The real question is not if you're out of line, you're not, the real question, the sad question, is if the audience at large prefers awesome mechanics to a good story, and if that's driving the medium backwards at times, sometimes justifiably"

But perhaps you forget that these are, first and foremost, GAMES. Some of the most beloved of all time remain the original Mario, Tetris, and Pacman. They're not about story, they're about playing a game and having fun. Story can be added to give a game depth, as can music, beautiful graphics, voice acting, extras, mini games, movie cutscenes, and so on, but a game is a game is a game.
(no subject) - [info]nealbailey - Feb. 12th, 2008 04:58 am (UTC) Expand
(no subject) - [info]hdefined - Feb. 12th, 2008 05:00 am (UTC) Expand
(no subject) - [info]hdefined - Feb. 12th, 2008 05:22 am (UTC) Expand
[info]voiceofisaac wrote:
Feb. 11th, 2008 10:54 pm (UTC)
Many of the games that are considered classic these days are given that rating because of the writing specifically. I'll put forth "Star Control II" as a specific example. Great ideas, great dialogue, great flow of events (which was modular enough to give the player a lot of freedom, especially for that time period in game design)... it all clicked.

Same game with crap writers would've been lost to the bowels of obscurity.
[info]jjgalahad wrote:
Feb. 11th, 2008 11:06 pm (UTC)
Using a writer to improve upon or create a story? You're a madman, Rucka. A madman!
[info]hdefined wrote:
Feb. 12th, 2008 01:50 am (UTC)
Greg, have you ever played the Metal Gear series? It's right up your alley - espionage fiction. It's extremely popular and beloved because of the story and characters, but the games are pretty amazing too.
[info]ruckawriter wrote:
Feb. 12th, 2008 03:24 am (UTC)
I played MGS, and I frankly didn't much care for it, though it may be the anime/manga influence, which, for some reason that I've never been able to articulate, turns me off. I know several people who LOVE the MG games, but they've just never clicked for me.
(no subject) - [info]hdefined - Feb. 12th, 2008 03:47 am (UTC) Expand
(no subject) - [info]insektmute - Feb. 12th, 2008 05:56 pm (UTC) Expand
[info]jared465 wrote:
Feb. 12th, 2008 02:08 am (UTC)
I agree with you m'man.

Honestly I can't tell you how many times I've been playing a game and after some ungainly cut scene or lame plot twist I've said to myself,"What if Azzarello had wrote that scene," or Huston, Rucka, Lansdale or whoever. Just someone who knows how to write - cause its pretty obvious that the vast majority industry can't write for s---.

Its funny that Mallet is in that article, too. I've played some of Assasins Creed and the dialogue and voice acting are just plain terrible.
[info]hdefined wrote:
Feb. 12th, 2008 02:56 am (UTC)
But it depends on what the game is trying to achieve, doesn't it?

Would a writer like Greg (just as an example) but suited to rewrite the script for Katamari Damacy? Should the story in Katamary Damacy make any sense - something that justifies and makes sensible a game about rolling up everything into a giant ball? Or what about Guitar Hero, does that really need a story? Or games like Advance Wars, Pikmin, Smash Bros, and Picross, where the emphasis is almost entirely on gameplay?

If a game attempts to have a deeper story, yes, it ought to be written well. But not every game needs a well-written story, or any story at all.
(no subject) - [info]ruckawriter - Feb. 12th, 2008 03:23 am (UTC) Expand
(no subject) - [info]hdefined - Feb. 12th, 2008 03:57 am (UTC) Expand
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(no subject) - [info]jared465 - Feb. 12th, 2008 12:32 pm (UTC) Expand
[info]brannonb wrote:
Feb. 12th, 2008 05:39 am (UTC)
 
Hire. Good. Writers.
Or am I out of line?


Only a little.

It's not only a matter of hiring good writers. It's also important to hire the right kind of writers.

Game company managers/execs have heard that what gamers want is "great stories and characters." Everyone in their focus groups says so.

Companies like Bioware and Blizzard have created really viable writing models with fantastic economic payoffs. You have to get the right people, you have to bring them in house, and you have to put a Lead Writer in a position equal to the Programming, Art, and Design leads, so that your story doesn't get created by committee.

I can think of three reasons off the top of my head why game companies are not willing to do this.

First there's the money. Another lead, and extra team members whose contribution is "writing," which seems nebulous to management. Doesn't everyone write? As Trautmann pointed out, the attitude is still sometimes: "That's just typing. We can hire temps for that."

Second is the issue of creative power. Everybody thinks they should have a say in the story and the characters, especially management. Finally everyone has to go along with their vision of the story. I would go as far as to say that the reason many of these guys claw their way up to Lead is because they desperately want to be in charge of the story, and that's the only way to get creative control in this industry. Giving up that control of the story to someone else, even someone more qualified, is hard for them.

Third, there's my pet peeve: Hollywood. Many game companies would rather bring in a high profile writer, or take the chance to hobnob with someone famous, than get a writer who can come in and actually meet the needs of the game. Most often these TV/Film folks are short-term consultants who deliver a small amount of material and cost a lot. That's not to disparage the skill of the writers; it's simply that the TV and film model (come in, write a treatment or a draft, get paid) does not fit the needs of a video game (write and iterate a half-million words over 2-3 years).

And I guess that seems like enough to say in a comment. Maybe I should have taken this to my own blog :-)
 
[info]ruckawriter wrote:
Feb. 12th, 2008 07:41 am (UTC)
I am looking forward to actually meeting you in person one day. [info]mercuryeric speaks of you in glowing terms (which, y'know, for him is a big deal).

Item #3 on your list...I've experienced that second-hand, I suppose, and yeah, it's pretty depressing. I think it's as much an issue of the medium struggling for legitimacy (you see the exact damn thing in comics, after all) and the self-loathing that comes from being in a "bastardized" or "unrecognized" art form as it is the, pardon my French, eternal urge to star fuck.

Item #2 is another one I absolutely agree with, and therein lies the problem. To paraphrase Harlan Ellison, not everyone can write, even though just about everyone seems to think they can. More and more I'm seeing fundamental storytelling mistakes, mistakes that, honestly, could be easily avoided if producers simply brought in a story editor or someone to consult. It's depressing as hell to me.

As I've said before, my interest in this is fairly narrow -- I recognize good scripting as much as good writing, but I'm still chasing that holy grail; I want an interactive RPG experience that is moving and, yes, cathartic. I believe that it can be done, and that the technology and even the will exists, right now, to do it; what I think is missing is the marriage between those who understand how to build a good game, and those who understand what is required to make a story work.

And, uh...link to your blog, please, here, y'know, so everyone can see it.
[info]insektmute wrote:
Feb. 12th, 2008 05:52 pm (UTC)
Good writing for something as large in scale as a video game takes time that most developers just don't have. They have to deliver weekly/monthly milestone builds to the publisher just to keep themselves in business. Toss in that they've given the rights to the IP over to that publisher, and any effort to stand up for themselves could easily see their company fired in favor of one that works cheaper, faster, and without complaint.

Just look at Knights of the Old Republic II. Better writers would've probably just meant that even more parts of the story were cut.
[info]zachary_cole wrote:
Feb. 12th, 2008 11:26 pm (UTC)
You know what game has a wonderful story? "Indigo Prophecy".
(no subject) - [info]hdefined - Feb. 13th, 2008 12:22 am (UTC) Expand
[info]jjgalahad wrote:
Feb. 17th, 2008 02:21 pm (UTC)
Hey, Greg, I thought you might be interested in this a fascinating article on the writer of Bioshock's in-game application of Ayn Rand's philosophies.
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