| Video games, like films, are a visual medium, so visual artists directors, directors of photography, art directors and others will always be essential to their creation process. However, so are professional writers experienced in crafting narratives and developing characters. "You wouldnt have a game designer also do animation and modelling," says Sean Smilie, senior writer and game designer at Action Pants. Typically, though, it is designers and not writers whose job it is to structure the gaming experience.
Anne Toole, who with Sande Chen formed the Writers Cabal partnership to provide narrative design and dialogue for games, has also written for film and television. On the phone from her Los Angeles office, she says that where film is a directors medium and television is a writers medium, video games are "a designer or programmer-driven medium. Designers are the ones calling the shots," when a video game is being created.
This makes sense when you realize that "If you take the story out of the game, you still have a game. But if you take the game out of the story, you dont have a game," says Toole.
Video games are an interactive medium ultimately different from either film or television. "Its not just the dependencies of writing," that need to be considered, says Radical Games lead designer Eric Holmes. Video game writers need to consider "the dependencies of the game, of interactivity.
"The biggest thing about this medium and it is a unique challenge for writers is you have this wild card which is the player," says Holmes. "Youre throwing an actor, basically, into the scene." Writing video games means taking this player-as-actor dimension into account. Every time a player is provided with an opportunity to make a decision, for example, the game needs to branch and tell the story or a variation of the story for each possible decision. Three possible choices mean three variations of the story. Another decision point moments later branches the story even further.
Despite the need for writers, few developers have staff positions for them. Toole says that in 1998, when she first tried to get work writing video games, everyone was saying that the industry needed good writers. "But no one seemed willing to hire them."
The situation has changed somewhat as game designers commonly turn to contract writers for help in getting the work done. Thats where writers like Toole and her partner Chen enter the picture. The biggest drawback of being a contract writer, says Toole, is that she doesnt have the same access to the rest of the team, so her ability to participate in the collaborative nature of game development is compromised.
Solving this problem, Smilie says, involves making writers part of the team from the start. "If youre going to hire a writer to write for a game, you bring that writer in, you introduce them to the team, you have them see whos doing what and whats going on, have them on-site writing. I firmly believe that when you start a game idea theres the writer, the producer, the game designer, the art director. Let the writer do his job, but have everyone else contribute."
Holmes agrees that collaboration is the key. "An artist or designer can come up with a line, but it takes someone whos a writer, whos been doing nothing but writing for years, to know that its right."
* * *
Motorstorm (Publisher: Sony Computer Entertainment; platform: PS3; rated: teen)
It took me awhile to get to playing this game, because I kept playing the opening sequence over and over again. The visual fidelity of Motorstorm is simply breathtaking. From the rendering of the vehicles and the crashes to the stunning representation of Monument Valley, this is the best looking game Ive ever seen. Motorstorm is, essentially, off-road racing in your choice of vehicle. These races take place in a massive, circus-like assembly of people in Monument Valley that seems like it was pulled straight out of Beyond Thunderdome. You race for tickets that gain you entry to subsequent races on different courses. The robust online component means that you can race with 11 other real people, but there is no single-console multiplayer, so you cant race your sister on the couch beside you. Rev up your engine, Mad Max, and have at it.
Puzzle Quest: Challenge of the Warlords (Publisher: D3 Publisher; platform: DS, PSP; rated: everyone, 10+)
It seems like an obvious blend of genres to come up with, so Im a bit surprised it hasnt happened before. Puzzle Quest is, as its name suggests, a puzzle game. Its not unlike Bejeweled, in which you need to swap adjoining gems on a grid to make rows or columns of three or more. The difference with this game is that the various game boards have become part of a combat system, so youll be alternating turns with the enemy you are fighting. Instead of just looking for the next best combination, you need to look two and three combos ahead to prevent your combatant from getting opportunities and to set yourself up. This is also a fantasy role-playing game, so youll be responsible for improving your characters skills and abilities. It takes generic puzzling to a whole new level. |