This is an ongoing NDE series featuring interviews with Masters of Narrative Design™. While 'narrative design' is not a term in common usage, 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 writer and author, Flint Dille. As a storyteller whose works have spanned from Dungeons and Dragons campaign modules to Pic-a-path novels, films and videogames and the book The Ultimate Guide to Video Game Writing and Design, Flint brings an acute narrative sensibility from his vast experience in interactive narrative design. I'm hoping to see what we can learn from his wealth of knowledge and wisdom.Stephen E. Dinehart: You have been writing for years under the label GZP, can you explain what that is and how it came about?
Flinte Dille: GZP is Ground Zero Productions. That's my company formed in 1991, before the term Ground Zero took on a whole different meaning. I now refer to it mostly as GZP for obvious reasons. It was formed as a holding company for my work and for some copywrites and trademarks. At various times it has served as a film production company, a videogame production company and worked in both the private and public sectors. When I came up with the name, it was both the sense of starting at Ground Zero (the beginning) and the idea that ground zero was the focal point of an explosion. Its served me well because I always feel like I'm just starting out. I had no idea what ghastly implications it would take on. Ironically, Ground Zero Productions has done a lot of work in counter-terrorism efforts with various government agencies.
SED: Is that the same as the Bureau of Film and Games? FD: No. Bureau of Film and Games is a company I own with John Zuur Platten. I've always liked the name. Rich Liebowitz came up with it. We ran with it. It is mostly a holding company.
SED: When did you first know you wanted to be in the business of stories?
FD: I tried to write my first novel when I was in 7th Grade and wrote a fraternity House murder mystery when I was in college (which has mercifully escaped publication). Went to USC for a masters degree in writing (cinema) and have been doing it pretty much ever since. I'd always known I wanted to do games, but I had no idea how to get into that business. That happened, mostly by chance, a couple of years later.
SED: You have written fiction within high profile franchises like 300, Batman, Dungeons and Dragons, G.I. Joe, James Bond, Superman, and Transformers; just to name a few, how do you approach authoring for pre-established franchises?
FD: I really enjoy translating a franchise from one medium to another. I grew up loving James Bond movies, so it was great to be able to do a James Bond game and live in that universe for a couple years. Same thing with Batman and Superman. With Transformers, it was a little different, we were kind of making up the franchise as we were going along (other people had done the spade work, but we were figuring out the rules and the mythologies, etc.). In some cases, you get to put parts of yourself into them (Flint).
The approach, technically, is first to break down the franchise into Franchise Elements. If you're doing Scooby-Doo, you have to know about Scooby snacks and 'Jinkys' and all of the little things that make a franchise a franchise. With Bond, we isolated 135 things that are part of the franchise, ranging from 'Shaken, not stirred' to "Bond, James Bond' to the mandatory presence of an Aston Martin. You can't fit all of them in, and in some ways the definitive thing about a particular expression of a franchise is what you leave out. Look at what's missing from the new James Bond movies, for instance.
That word, 'expression' is very important.
Every franchise that's been around for a while has had different 'Expressions.' For instance, the Dark Knight is wildly different than the '60's Adam West Batman. Still, they are both Batman, they both have an Alfred and Joker and a Batmobile. But there are franchise elements missing. The Adam West version stays away from Crime Alley. Its not about that. It is the fun, camp Batman. Brutal parental murders aren't a lot of fun. Likewise, you don't see Zap and Pow in the Dark Knight. Different expressions. Frank Miller said something very insightful about Batman. "There are 50 ways to do it, and all of them work."
Continue reading Masters of Narrative Design™ 7: Flint Dille.








