This is an ongoing NDE series featuring interviews with Masters of Narrative Design™. While a seemingly new term, the design of story experiences is nothing new. As game developers are increasingly looking to create meaningful virtual narrative experiences, looking at the lessons learned by these masters becomes increasingly valuable. Today's master is engineer, game creator and producer Scott Miller. As an early innovator in game development and marketing methodologies, Scott now has his focus on pioneering the future of games, storytelling, and cross-media entertainment experiences. I'm hoping to see what we can learn from his wealth of experience.Stephen Erin Dinehart: Scott, thank you for taking the time to interview with the NDE. Your approach to game development and marketing seems to be a symbiotic approach whereby the gameplay, system design, and story are interwoven to create a more rich experience for the player. What drives you to create such concinnity within these game elements?
Scott Miller: The key is that I want to be involved with games that
embrace good storytelling methods, as well as deliver a unique,
fulfilling gameplay experience. And of course I'm not referring to
puzzle or arcade oriented games, but games like Max Payne, Bioshock,
Half-Life 2, Assassins Creed, GTA4 and Call of Duty 4, that all
represent a higher bar in terms of narrative delivery and impact.
These are the games pointing the way to our industry's future. And
they all deliver both on the story and gameplay fronts.SED: Your most recent venture is with The Radar Group, can you explain what you do there?
SM: Radar Group is a new model for the industry, focused on original properties designed to be successful in both the game industry and linear entertainment, such as the film industry. Max Payne is our first film [See video clip to right], due out Oct. 17th, plus we have several games in progress.
SED: Why is original IP important to video games?
SM: Several reasons. Including these two: It builds much more value within the game industry, and especially for independent studios (assuming they are owners or co-owners). This value can be leveraged to create even more entirely original games. For example, 3D Realms co-created Max Payne with a start-up indie studio, Remedy Entertainment. This net result is that Remedy because a successful financially independent studio capable of created more original games, such as their current game-in-progress, Alan Wake.
The second reason is that licensed properties, in most cases, lack elements that make for compelling gameplay. This is why, of the 10's of 1000's of films, novels and TV shows, less than a dozen have made a meaningful impact in the game industry. The rare few that have been successful all have elements that translate into unique gameplay, such as Spider-Man (web-slinging), Star Wars (force powers, light saber dueling), and James Bond (gadgets). Star Trek, by comparison, doesn't appear to have elements that translate into unique and compelling gameplay. This is why most Star Trek games are doomed--they simply have nothing to offer, gameplay-wise, that we can't get from other games set in space. I recently presented this view to a former executive of Activision, one of the guys who was originally involved with Activision's long-term signing of the Star Trek brand. He fully agreed that, in hindsight, Star Trek doesn't have the unique ingredients to make great games.


As elected co-leads of the 






