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    <title>The Narrative Design Exploratorium™</title>
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    <id>tag:www.narrativedesign.org,2008-04-01://1</id>
    <updated>2008-11-25T15:02:23Z</updated>
    <subtitle>The NDE is a Stephen Dinehart publication dedicated the the craft of storytelling, and the convergence of cinema and interactive media, popularly known as video games.</subtitle>
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<entry>
    <title>Masters of Narrative Design™ 7: Flint Dille</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2008/11/masters-of-narrative-design-7.html" />
    <id>tag:www.narrativedesign.org,2008://1.56</id>

    <published>2008-11-22T21:00:00Z</published>
    <updated>2008-11-25T15:02:23Z</updated>

    <summary><![CDATA[This is an ongoing NDE series featuring interviews with Masters of Narrative Design™.&nbsp; While 'narrative design' is not a term in common usage, the design of story experiences is nothing new.&nbsp; As game developers are increasingly looking to create meaningful...]]></summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Masters of Narrative Design™" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="narrativedesign" label="Narrative Design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gamewriting" label="game writing" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Flint Dille 2008" src="http://www.narrativedesign.org/images/Flint_Dille_2008.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="300" width="192" /></span>This is an ongoing <a href="http://www.narrativedesign.org/">NDE</a> series featuring interviews with <a href="http://www.narrativedesign.org/masters-of-narrative-design/">Masters of Narrative Design™</a>.&nbsp; While 'narrative design' is not a term in common usage, the design of story experiences is nothing new.&nbsp; As game developers are increasingly looking to create meaningful virtual narrative experiences, looking at the lessons learned by these masters becomes increasingly valuable.&nbsp; Today's master is writer and author, <a href="http://www.mobygames.com/developer/sheet/view/developerId,71896/">Flint Dille</a>.&nbsp; As a storyteller whose works have spanned from Dungeons and Dragons campaign modules to Pic-a-path novels, films and videogames and the book <a href="http://www.amazon.com/Ultimate-Guide-Video-Writing-Design/dp/158065066X">The Ultimate Guide to Video Game Writing and Design</a>, 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.<br /><b><br />Stephen E. Dinehart: You have been writing for years under the label GZP, can you explain what that is and how it came about?</b><br /><br /><b>Flinte Dille</b>:<b> GZP</b> is <i>Ground Zero Productions</i>. That's my company formed in 1991, before the term <i>Ground Zero</i> took on a whole different meaning. I now refer to it mostly as <b>GZP</b> for obvious reasons.&nbsp; It was formed as a holding company for my work and for some copywrites and trademarks.&nbsp; At various times it has served as a film production company, a videogame production company and worked in both the private and public sectors.&nbsp; 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.&nbsp; 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,  <i>Ground Zero Productions</i> has done a lot of work in counter-terrorism efforts with various government agencies.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="300 March to Glory boxart" src="http://www.narrativedesign.org/images/300-March-to-Glory-boxart.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="346" width="200" /></span><b>SED: Is that the same as the Bureau of Film and Games?</b> <br /><br /><b>FD</b>:&nbsp; No.&nbsp; <i>Bureau of Film and Games</i> 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.<br /><br /><b>SED:&nbsp; When did you first know you wanted to be in the business of stories?</b><br /><br /><b>FD</b>:&nbsp; 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).&nbsp; 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.<br />&nbsp;<br /><b>SED: You have written fiction within high profile franchises like 300, Batman, Dungeons and Dragons, </b><b>G.I. Joe, </b><b>James Bond, </b><b> </b><b>Superman, and Transformers</b>;<b> just to name a few, how do you approach authoring for pre-established franchises?</b><br /><br /><b>FD</b>:&nbsp; I really enjoy translating a franchise from one medium to another.&nbsp; I grew up loving James Bond movies, so it was great to be able to do a <b>James Bond</b> game and live in that universe for a couple years.&nbsp; Same thing with <b>Batman</b> and <b>Superman</b>.&nbsp; With <b>Transformers</b>, 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.).&nbsp; In some cases, you get to put parts of yourself into them (Flint).<b>&nbsp; </b><br /><br />The approach, technically, is first to break down the franchise into Franchise Elements. If you're doing <b>Scooby-Doo</b>, you have to know about Scooby snacks and 'Jinkys' and all of the little things that make a franchise a franchise.&nbsp; 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.&nbsp; 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.<br /><br /><font style="font-size: 1.25em;">That word, 'expression' is very important.</font><br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Who is the Batman" src="http://www.narrativedesign.org/images/Who-is-the-Batman.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="163" width="500" /></span>Every franchise that's been around for a while has had different 'Expressions.'&nbsp; For instance, the Dark Knight is wildly different than the '60's Adam West <b>Batman</b>.&nbsp; Still, they are both Batman, they both have an Alfred and&nbsp; Joker and a Batmobile.&nbsp; 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.&nbsp; Brutal parental murders aren't a lot of fun.&nbsp; Likewise, you don't see Zap and Pow in the Dark Knight.&nbsp; Different expressions.&nbsp; Frank Miller said something very insightful about Batman.&nbsp; "<font style="font-size: 1.25em;">There are 50 ways to do it, and all of them work."</font><br /><div><br /></div>]]>
        <![CDATA[Translating to another medium, say from film to game, is an interesting
exercise. You don't want to slavishly follow the film, usually, and
even if you do, you have to make more stuff up. Games need different
things than films.&nbsp; Games usually need lots of different 'cannon
fodder' (<i>guys to kill</i>) and more wildly different environments and
bosses than a movie. A game is a 10 hour experience (<i>or more</i>) and&nbsp; a
movie is a 2-3 hour experience.&nbsp; Different issues. Games are about
action and problem solving. Movies are primarily about characters.
Also, you have to figure out how to adapt the character. If you're
making Mission:Impossible, how much of the game is a Sim of being Ethan
Hunt and how much of it is a Mission:Impossible story that the player
is working with.&nbsp; Does Ethan Hunt know pretty much how to use his gun
(<i>auto target</i>) or do you have to use the gun (<i>manual target</i>)?<br /><br />Right
now, I'm working on <b>Sin City</b> for <i>Red Mile</i>.&nbsp; The idea there is to figure
out how to get the mood and tone of the graphic novels into a game.&nbsp;
We're wrestling with things like, 'is it really going to be all black
&amp; white?&nbsp; Can we tell a jagged, staccato story in games.&nbsp; How do we
convey the fact that 'people take a lot of killing' in a game?&nbsp; How do
you get across the idea of an impressionistic, surreal world that you
could never map, in a game.&nbsp; Tricky and fun stuff<b>.</b><br /><div><br /></div><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Flint Dille's Sin Tzu" src="http://www.narrativedesign.org/images/Flint_Dille%27s_Sin_Tzu.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="335" width="200" /></span><b>SED:&nbsp; Does writing for existing franchises differ greatly from writing for original IP?</b><br /><br /><b>FD</b>:&nbsp; Totally
different.&nbsp; When you are working with an existing IP, somebody has
already done all the basic work for you.&nbsp; You have to be extremely
aware of what the audience expects and you have to answer to
licensors.&nbsp; I always like to bring something new to the franchise when
I do a game.&nbsp; When I did Batman: Rise of Sin Tzu, I got to create a new
villain for the Batman universe.&nbsp; Warners turned it into a novel that
Devin Grayson adapted from the game script. &nbsp;<br /><br />With existing IP,
you are working within the framework of what licensors (the people who
own the property) will allow you to do. Everybody loves working on
their own IP, or at least 'new' IP.&nbsp; It's hard in a game space, because
you have to create so much stuff and because of the intensely
collaborative nature of the game business.&nbsp; So many people have to
share the vision from inception to expression. There are so many ways
to get derailed.<br /><br />Its fashionable to say that 'it all starts with
a story', but I don't really believe that.&nbsp; I tend to think in terms of
worlds - good guys, bad guys, neutral guys.&nbsp; A world of order and chaos
in conflict.&nbsp; You have to decide what is valuable in your world.&nbsp; Is it
money or is it better weapons?&nbsp; Is there magic in your world?&nbsp; If so,
how much and what kind?&nbsp; How about technology?&nbsp; What is the morality of
the world?&nbsp; What is the scale of the conflict?&nbsp; How serious and how
funny is the world?&nbsp; If it is funny, what kind of funny is it?<br /><br />Its
hard to create something that's totally new.&nbsp; Simply to be able to
communicate your ideas, you have to reference other things.&nbsp; Or course,
the things you reference come from something else.&nbsp; The odd thing is
that in western culture it is usually the bible, because it is
hardcoded to our culture.&nbsp; Greek mythology is big, too.&nbsp; There are a
lot of ways of measuring the success of an IP, both creatively and&nbsp;
commercially.&nbsp; To me the validation of an IP is whether it is a
cross-media franchise. Can this be a game and a TV show or movie?<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Dead to Rights Box Art" src="http://www.gamershell.com/static/boxart/large/393.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="346" width="240" /></span>When
Andre Emerson and I did 'Dead to Rights' we started with the idea that
we wanted to do Film Noir meets Hong Kong.&nbsp; We created Grant City and a
whole corrupt world filled with colorful characters.&nbsp; The validation
was that paramount optioned it.&nbsp; I did a game called Terror TRAX which
was really a pick-a-path adventure shot on video about a special squad
of cops who hunt the paranormal.&nbsp; Very gritty and street level.&nbsp; When
it was adapted as a TV pilot by Renny Harlan, it morphed into a
completely different animal not necessarily better or worse, but
different. &nbsp;<br /><br />John Platten and I sold a game document called
Backwater to Dimension.&nbsp; What started out as a way of trying to figure
out how to do 'auricular gameplay' (play partially by sound), turned
into an old school slasher film called 'Venom.'&nbsp; New IPs are like a
Rorschach.&nbsp; People tend to see in them what they want to see.&nbsp; If you
have a strong vision, you have two big struggles 1) expressing it in
such a way that other people understand and 2) protecting it from the
elements (time, budget, other visions, etc).&nbsp; There is a good reason
that great new properties are few and far between. &nbsp; <br /><br /><b>SED:&nbsp; Have you seen a tremendous change in game storytelling since you began working in games?</b><br /><br /><b>FD</b>:&nbsp;
Yes and no.&nbsp; Much of what I'm trying to do now is what we were trying
to do back in TSR days with paper games. There's a story narrative and
a game component and you want to harmonize them.&nbsp; With video games, it
has changed greatly with the technology.&nbsp; The goal now is to make the
story and the game so closely integrated that you can't tell where one
ends and the other begins. <br /><br /><b>SED:&nbsp; Are there gamestorys that stick out to you above the rest? Which? </b><br /><br /><b>FD</b>:
There are a lot that have been very interesting and I hate to answer
the question for fear of offending people.&nbsp; Some recent things of note
to me have been the minimalist brilliance of Portal, and the dystopic
world of Bioshock.&nbsp; In those cases it isn't so much the story itself,
but the way it is told and the way it harmonizes with the game.&nbsp; I'm
kind of fascinated right now by what they're doing with WoW and the
Litch King expansion.&nbsp; They run a cool balance between open world RPG
and having an ambient fiction emerge to change the world.&nbsp;&nbsp;
Storytelling in MMOG's is the future.&nbsp; MMOG's and ARGs. <br /><br /><b>SED:&nbsp; Do you have a set of criteria by which you judge that?</b><br /><br /><b>FD</b>:&nbsp;
The reason your question is hard to answer is that often, great
storytelling is invisible.&nbsp; You just like the game and don't know all
the way why.&nbsp; Sometimes, the opposite happens. The game is good, but it
somehow feels kind of empty. That emptiness is an emotional attachment,
which is what story brings to a game.&nbsp; You can see that with
professional sports.&nbsp; The last Superbowl was a narrative about the
unstoppable team versus the Cinderella team. The most successful
quarterback in modern times and the little brother of a great
quarterback who had to prove himself.&nbsp; That's true in videogames.&nbsp;
Story gives subtext<b>.<br /><br /></b><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Chronicles of Riddick: Escape from Butcher Bay box art" src="http://www.narrativedesign.org/images/agdc/chronicles-of-riddick-escap.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="277" width="200" /></span><b>SED:&nbsp;
One of my favorites to-date is your title which is to see a sequel of sorts call <i>Riddick: Dark Athena</i></b>, <b>was</b> <b><i>Chronicles of Riddick:
Butchers Bay</i>.</b><b> I enjoyed it both analytically and from a fan standpoint.
What can you tell me about writing for Butchers Bay? </b><br /><br /><b>FD</b>:&nbsp;
I did that with John Zuur Platten.&nbsp; That project was one of those
projects where everything worked. Great developer. Great producer. Vin
was a joy (<i>I was involved with <b>TSR</b> for 15 years and have seen some of
the hardest core gamers in the world.&nbsp; I haven't seen one harder core
than Vin</i>)...&nbsp; There was a lot of back and forth and some conflict.&nbsp; The
results more or less vindicated everybody.&nbsp; Some projects, for their
own esoteric reasons, just work. &nbsp;<br /><br /><b>SED:&nbsp; The simple plot line
made it really compelling as a game, the players objective was
constantly clear by virtue of story. How did you come to make it a
"Great Escape" plot?</b><br /><br /><b>FD</b>:&nbsp; The funny thing about
Riddick was that we weren't allowed to see the script for the
<b>Chronicles of Riddick</b>.&nbsp; When Pete Wanat, the producer pitched it, he
said, 'okay, so here's the story.&nbsp; In the first scene, Riddick is
captured and put into Butcher Bay (a prison mentioned in Pitch Black)
and then in the last scene, he escapes.&nbsp; You just have to figure out
the middle part."&nbsp; Wanat was well aware of the irony of what he was
saying. &nbsp;<br /><br /><b>SED:&nbsp; What do you think made it such a critically acclaimed gamestory?</b><br /><br /><b>FD</b>:&nbsp;
You sort of have a choice.&nbsp; You can say, 'I'm going to tell a very
simple story - guy gets captured/guy escapes' and then dress it up with
a lot of interesting characters, sub stories and themes, or you can say
I'm going to make an extremely complex story, and have simpler
sub-conflicts and characters - Dead to Rights, which was the first time
I won story of the year' was that.&nbsp; Unbelievably ornate story and
simple characters and motivations.&nbsp; You have to balance story and
characters. If it is all too complex, it just gets too esoteric and
convoluted. If its too simple, it falls into trite and cliché. &nbsp;<br /><br /><b>SED:&nbsp; Do you think good gamestories effect sales numbers?</b><br /><br /><b>FD</b>:&nbsp;
Yes.&nbsp; I'll rip off a thought from Danny Bilson on that one.&nbsp; He was
saying, 'if you hire a real writer and let him just do his job, it buys
you two points on your metacritic score.&nbsp; One is the point you don't
lose when somebody says the story sucks and the other is for what you
get when they say it is good. Those are the two cheapest points in the
game business. The other important thing about story, and this one is
so obvious that we always miss it, is that story is the first thing
people see in a review or on the back of the box.&nbsp; Yeah, it's important
for sales. &nbsp;<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Conan, WOW, LOTR, and D&amp;D different perspectives on the same IP?" src="http://www.narrativedesign.org/images/LOTR_D.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="158" width="500" /></span><b>SED:&nbsp;
You have experience adapting films, "pen and paper RPGS", and even
action figures into videogames. Have you seen a franchise which moves
well across medium? What kind of qualities helped it do that?</b><br /><br /><b>FD</b>:&nbsp;
All of the big ones move pretty well from medium to medium.&nbsp; Its hard
to think of one that has done better than Star Wars.&nbsp; Its everything.&nbsp;
Movies, Novels, TV, multiple types and iterations of video games (who
could have ever expected Star Wars Lego to be one of the best games in
memory?)...&nbsp; Superheroes live or die on the strength of their Rogues
Gallery. Batman and Spiderman have the best.&nbsp; They've done okay in
games.&nbsp; But triumphed in every other mediums.&nbsp; <br /><br />Then there are
what I call "Osterizer" franchises.&nbsp; Vice City, which kind of put GTA
on the global map, was an assembly of '80's glam crime, starting with
Miami Vice.&nbsp; The cool thing was that I got to play one of the
ponytailed thugs.&nbsp; Better than being pinned to Crockett and Tubbs, it
was about the world of the time.&nbsp; It was a great mirror world of our
world.&nbsp; Art directed reality.&nbsp; That's what I was&nbsp; saying before about
world.&nbsp; That flamingo pink color in Miami Vice, the Jan Hammer
soundtrack and the music video feel was as much of a star as Don
Johnson - and Don Johnson did a great job.<br /><br />Take Conan and Lord
of the Rings and a few other things (Gray Mouser, etc.) and throw them
into an osterizer and you have D&amp;D. What is Warcraft other than
D&amp;D done to an amazing degree.&nbsp;&nbsp; Bear in mind, I'm not trying to
diminish anybody here.&nbsp; Tolkein, Gygax and the WoW guys all did
brilliant work... But they were all, to my mind working on the same
franchise. And, to return to an earlier point, that franchise was based
on Northern Myth (and then grafted on other mythologies, but in the
beginning were was Tolkein and C.S. Lewis referred to as
'northerness'.).&nbsp; Talk about tried and true. Try retelling stories over
campfires for a couple millennia and you'll work the chinks out... Your
stories turn into a Jungian stew which works for reasons that transcend
explanation.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="The Ultimate Guide to Video Game writing and design" src="http://www.narrativedesign.org/images/TheUltimateGuidetoVideoGame.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="324" width="216" /></span><b>SED:&nbsp; What format do you prefer for writing your games? Are you a spreadsheet man, or pen and paper?</b><br /><br /><b>FD</b>: Microsoft Word.&nbsp; I use a lot of templates as nets to catch ideas (see <a href="http://www.amazon.com/Ultimate-Guide-Video-Writing-Design/dp/158065066X">The Ultimate Guide to Video Game Writing and Design</a>
for more on that).&nbsp; I draw flow charts like some people doodle.&nbsp; I
don't have the art skills to doodle.&nbsp;&nbsp; Rarely do I use pen and paper.&nbsp;
I take notes on a digital recorder when I feel comfortable enough to do
so.<br /><br /><b>SED:&nbsp; Do you think the screenplay as a form has any place in game development?</b><br /><br /><b>FD</b>:&nbsp;
Yes.&nbsp; Games will eventually evolve their own form, but the form for
that medium, like any new medium, will be based on the form for
previous mediums.&nbsp; Screenplay format came from the necessity of a page
per minute format that also clearly delineated the tasks of different
people in the cast and crew.&nbsp; It was an industrial age format.&nbsp; Plays
were an enlightenment age format.&nbsp; We'll find the information age
format, hopefully before the information age ends.&nbsp; <br /><br /><b>SED:&nbsp; What do you see as a potential future storytelling in games?</b><br /><br /><b>FD</b>:&nbsp;
I suspect, and hope, that there will be a million different kinds of
game storytelling. One thing I love about the medium is that you start
fresh every time. You have a different, and ever technically improving
pallet.&nbsp; I think we'll start seeing 'Indy'-style stories, like Indy
films, smaller, more esoteric stories from smaller more esoteric teams
(like Portal)... We'll see more sophisticated MMOG storytelling where
my character lives his own individual epic story inside a MEGAstory...
We'll see ARG storytelling where I will adopt a new identity and
participate in a fictional world superimposed on the real world.&nbsp; We'll
see simple pick-a-path daily comic strip stories on our phones.&nbsp; We'll
see kid stories, adult stories... If I wanted to be a billionaire, I'd
figure out how to do stories for seniors where they could live
alternate versions of their own lives.&nbsp; In short, I think we're
entering the richest time in fiction ever, and there are an endless
number of ways we can tell stories to ourselves and to others...&nbsp; Or,
to add onto what was said earlier, there will be a million ways to tell
stories and all of them will work.<br /><br /><b>SED:&nbsp; Flint thank you very much for your time and thorough responses. As always, it's a pleasure speaking with you.</b><br /><br />Flint
has an acute sense of storytelling that emerges from his vast
experience in story development for popular media franchises. I know I
have learned, and I
hope you can say the same. For <a href="http://www.narrativedesign.org/">The Narrative Design Exploratorium</a>™ this is Stephen Dinehart. ]]>
    </content>
</entry>

<entry>
    <title>My new shoes - Narrative Designer/Lead Writer at Day 1 Studios</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2008/11/my-new-shoes---narrative-desig.html" />
    <id>tag:www.narrativedesign.org,2008://1.55</id>

    <published>2008-11-16T22:00:00Z</published>
    <updated>2008-11-18T01:54:03Z</updated>

    <summary>I&apos;m happy to announce that as of November 1st I am Narrative Designer and Lead Writer for Day 1 Studios, LLC in Chicago. It&apos;s been a rapid process from application to the negotiation table and it feels good to be...</summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Editorials" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="narrativedesigner" label="Narrative Designer" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Fracture Box Art" src="http://ps3.9lives.be/files/images/packshots/large/4143-8.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="302" width="243" /></span>I'm happy to announce that as of November 1st I am Narrative Designer and Lead Writer for <a href="http://www.day1studios.com/">Day 1 Studios, LLC </a>in Chicago. It's been a rapid process from application to the negotiation table and it feels good to be part of such a talented independent studio. This is the first such position for Day 1, having worked in the past with contract writers and/or publishers to deal with most of the storytelling, and I'm glad to say everyone I work with seems very happy to finally have a FT storyteller in-house. Everyone at Day 1 understands the narrative needs of modern interactive entertainment, and I'm happy to fill that gap.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"></span>The studio's most recent title, published by Lucas Arts, <a href="http://www.lucasarts.com/games/fracture/">Fracture</a>, has had mixed reviews with a current <a href="http://www.lucasarts.com/games/fracture/">metacritic score of 64</a>, but overall has come out strong (<a href="http://www.worthplaying.com/article.php?sid=56365">85 being the highest rating</a>) for it's terrain modification tech, which allows the player to modify the terrain for tactical purposes. The studio has received acclaim in the past for it's titles <a href="http://www.xbox.com/en-US/games/m/mechassault/">Mechassault</a>, <a href="http://www.xbox.com/en-us/games/m/mechassault2/">Mechassault 2</a> and the port of <a href="http://www.metacritic.com/games/platforms/xbox360/fear?q=F.E.A.R.">F.E.A.R.</a> which is to see a continution in the franchise this year with <a href="http://projectorigin.warnerbros.com/">F.E.A.R. 2: Project Origin</a> by Monolith and Warner Brothers Games. <br /><br />
<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="The original Battletech RPG cover from the Japanese Release" src="http://upload.wikimedia.org/wikipedia/en/4/4d/JBtech.jpg" class="mt-image-right" style="margin: 0pt 0px 20px 20pt; float: right;" height="362" width="268" /></span>As a bit of a side-note the studio is run by the talented team from <a href="http://en.wikipedia.org/wiki/FASA">FASA Interactive</a>. They created the <a href="http://www.classicbattletech.com/">Battetech</a> transmedia franchise in 1984 which I enjoyed very much as a teenager. My favorite manifestation of which was the location based-entertainment (LBE) at North Pier and the Real-time Tacitcal game (RTT) known as <a href="http://en.wikipedia.org/wiki/MechCommander">Mechcommander</a>.&nbsp; These great games allowed the player to step into the the cockpit of their favorite mech and do battle in real-time with other players. <br /><br />The pressure is on and as a department of one my job is to insure that the narrative experience in our products is compelling and in-sync with the studio's vision of the games in development. As a "two game" studio dealing in AAA-game development I have my hands full trying to catch up with all the work going on at the studios 2 locations (Hunt Valley and Chicago) and 130+ employees. After working with THQ on PC titles its good to cross back into the world of cross-platform development.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="The FASA Interactive Battletech LBE" src="http://jido-genshi.com/battletech.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="238" width="192" /></span>Being that I am a Midwesterner, and native Chicagoan, it feels great to get involved in entertainment production outside the west coast, where I've spent the better part of the last 5 years. Chicago has been a hot bed of development as of late with new studios popping up after the dissolving of EA Chicago; Midway games also continues to be a great source of talent for the city.&nbsp; <br /><br />I'll be sure to keep <a href="http://www.narrativedesign.org/">NDE</a> readers informed as developments in our products are made public. Thanks to the Day 1 team, particularly Denny Thorley and TJ Wagner, for believing in the future of Narrative Design as an integral part of next-generation video game development and for placing me in the cockpit as I prepare to co-author a new landscape in the possibilities of videogame storytelling. <br /> ]]>
        
    </content>
</entry>

<entry>
    <title>Game Writers in the Trenches™ 3: Sande Chen</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2008/11/game-writers-in-the-trenches-3.html" />
    <id>tag:www.narrativedesign.org,2008://1.54</id>

    <published>2008-11-15T18:51:46Z</published>
    <updated>2008-11-18T01:57:49Z</updated>

    <summary><![CDATA[This is an ongoing NDE series featuring interviews with Game Writers in the Trenches™.&nbsp; The game industry is riddled with the unsung heroes of interactive storytelling.&nbsp; As game developers are increasingly looking to create meaningful virtual narrative experiences, listening to...]]></summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Game Writers in the Trenches™" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="narrativedesigner" label="Narrative Designer" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[This is an ongoing <a href="http://www.narrativedesign.org/">NDE</a> series featuring interviews with <a href="http://www.narrativedesign.org/game-writers-in-the-trenches/">Game Writers in the Trenches™</a>.&nbsp; The game industry is riddled with the unsung heroes of interactive storytelling.&nbsp; As game developers are increasingly looking to create meaningful virtual narrative experiences, listening to the real-world wisdom of these writers can help everyone on the development pipeline understand their trials, tribulations, and needs, in hopes of enabling them to do their job as they know best. Today's game writer is <a href="http://www.mobygames.com/developer/sheet/view/developerId,172764/">Sande Chen</a>, her experience spans from RPG's to Serious Games. I'm hoping to see what we can learn from her experiences in the trenches of game development.<br /><br /><b>Stephen E. Dinehart: How did you become a game writer?</b><br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Sande_Chen_2008.jpg" src="http://www.narrativedesign.org/images/Sande_Chen_2008.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="327" width="200" /></span><b>Sande Chen</b>: Unlike other game writers, I don't have a wild breaking-in story.&nbsp; My professional writing career has only been in games.&nbsp; Basically, I pursued academic majors that were relevant to game development.&nbsp; Then, I applied for a job. &nbsp;<br /><br />I was a double humanities major at M.I.T., which is known for its computer science and engineering programs.&nbsp; After M.I.T., I attended the London School of Economics and USC's School of Cinema-Television.&nbsp; I specialized in screenwriting, but I wanted to learn more, so I asked production students to teach me what they knew and I took classes like Avant-Garde Cinema.&nbsp; I started making music videos and while still in film school, I was nominated for a Grammy in music video direction. During a visit to M.I.T., I chanced upon a flier for a game design contest.&nbsp; A military contractor was interested in expanding into entertainment.&nbsp; With this first taste of game design, I started applying to game companies.&nbsp;&nbsp; &nbsp;<br /><br />My first game writing credit is on Vicarious Visions' space combat RPG, <i>Terminus</i>, which won two awards in the first Independent Games Festival at the GDC.&nbsp; I have a very analytical side to me as well as a creative side and so, I think that game design successfully merges my strengths. &nbsp;<br /><br /><b>SED: Can you describe your work with <a href="http://www.writerscabal.com/">Writers Cabal</a>?</b><br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="The Witcher Box Art" src="http://media.gameworldnetwork.com/news_shots/1762216609469e6f5160b0d.jpg" mt-image-left="" style="margin: 0pt 20px 20px 0pt; float: left;" height="313" width="229" /></span><b>SC</b>:
We write for games and we also do consulting on story or game design.&nbsp;
Each project is really different from the others.&nbsp; It definitely makes
life interesting.&nbsp; Anne and I have different writing backgrounds and
diverse experiences in the industry.&nbsp; I've worked as a producer and I
find that's really helpful in understanding how to mesh our work into a
company's production process.&nbsp; Meanwhile, Anne has worked as a Head
Writer in charge of a MMO writing team.&nbsp; My background is more in
single-player RPG's.<br /><br />We're mostly known for <i>The Witcher</i>, which
was our first joint project.&nbsp; We were nominated for a 2007 Writers
Guild of America Award in videogame writing for <i>The Witcher</i>.&nbsp; Our next
big game was the kids' MMO, Wizard 101, which was released recently. <br /><br />In
our consulting work, I find a lot of it comes from the serious games
sector.&nbsp; In 2005, I co-authored a book with David Michael called
<i>Serious Games: Games That Educate, Train, and Inform</i>.&nbsp; So, Writers
Cabal helps companies incorporate learning objectives into fun
gameplay.&nbsp; We recently contributed a chapter on writing for serious
games to the upcoming IGDA Writers SIG book.<b><br /></b>]]>
        <![CDATA[<b>SED: I know you for your ambition and your commitment to writing to
narrative. Now that you have been working for a number of years in the
industry, do you remain as passionate?</b><br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"></span><b>SC</b>:&nbsp;
I am.&nbsp; I'm passionate about games.&nbsp; I play games obsessively because
I'm always seeking to learn more about games.&nbsp; I don't think this
mindset changes even with many years of experience in the industry.&nbsp;
The pace of technological changes in this industry means that there's
always the potential for different forms of storytelling.<br /><br />When I
spoke about passionate games at SXSW, it was about translating one's
passion for the story into an experience that resonates with the user.&nbsp;
When I write for games, I feel that I have to fall in love with the
story, so much so that I can see the story universe in sequels, in
books, in comics, in movies, in all of its transmedia glory - simply
because it's such a compelling story universe that it could fill all of
those properties.&nbsp; This is true even if I'm not the first person on the
project. &nbsp;<br /><br />Simply put, as the writer, if I don't care about this story, why should I expect other people to care?<b><br /><br /></b><b>SED: Or as I like say, if I don't believe my bullshit, how can I
expect to sell it to others? I suppose that's rather crass, but my
point is, if I am not creating a illusion I can believe in how can it
be magical for others? It's like being a salesman of anything. My
grandfather sold Rymplecloth to NASA, and dress shoes to your everyday
joe. He was a believer in the quality of the products he sold, and in
order to sell your own creations you need to be believe in it yourself-
and that can take some heavy expressionistic iteration.&nbsp;</b> <br /><br /><b>SC</b>:
There's artistic expression in music, in dance, and in acting.&nbsp; What
about artistic expression in game writing?&nbsp;&nbsp; Will we ever recognize
that, especially in a collaborative medium?<br /><br /><b>SED: I'd like to
think so. You yourself were nominated for a WGA award for game writing.
I think that says a lot, not only about you but about the begginning of
the recognition of gamewriting as a special and unique art form.</b>&nbsp; <b>How do you see game writing as unique?</b><br /><br /><b>SC</b>:
In games, the script is written in tandem with the production.&nbsp; In
general, you wouldn't do that with a play or a film.&nbsp; Therefore, a game
writer has to understand production and design realities.&nbsp; A game
writer also has to be aware of the user's interactive experience.&nbsp; As
Brian Hawkins points out in his book, Real-Time Cinematography for
Games, how a video game player perceives an ominous shadow in a video
game might not be the same as how a viewer perceives the same content
in a film.&nbsp; &nbsp;<br /><br />Also, the skills involved in game writing
encompass more than just screenwriting.&nbsp; Certainly, screenwriting is
part of the game writer's skillset, but a writer could also be
generating content closer to journalism or technical writing.&nbsp; In
addition to cutscenes and interactive dialog, there's other content
like mission briefings, journal entries, item descriptions, and
sometimes, quest design.&nbsp; A game writer needs to be versatile.<br />&nbsp; <br /><b>SED: Do you work mostly as a contract writer or do you have a staff position writing for games?</b> <br /><br /><b>SC</b>:
As of now, I've only done game writing on a contract basis, but I've
held staff positions as a producer and could have taken opportunities
to write for games then.&nbsp; If you look at the credits of some games,
producers or designers will take writing credits.&nbsp; Some APs or
designers do actually write dialog and so forth, but some other
producers aren't really into the details.&nbsp; In film, there's a
distinction between 'Story by' and 'Written by' credits.&nbsp; That's
something I wish we could have in the game industry.&nbsp;&nbsp;&nbsp;&nbsp; <br /><br /><b>SED: As a contracted writer are you able to have influence on the design of a game?</b><br /><br /><b>SC</b>:
Yes.&nbsp; I've worked in situations as a contract writer where I was given
a blank slate to come up with a story.&nbsp; I was there from the beginning
of the process.&nbsp; I sat into the design meetings.&nbsp; The design affected
the story and the story affected the design.&nbsp; More recently, Writers
Cabal, my partnership with writer Anne Toole, was contracted to work on
PAST, a MMORPG for physics education.&nbsp; Definitely, by defining the
narrative design, we've had influence on the overall design of the game.<br /><br /><b>SED: Why is narrative driven influence important to games?</b><br /><br /><b>SC</b>:
In the best games, narrative and design work together to ensure a
cohesive experience.&nbsp; From a production standpoint, you'd want your
writer earlier rather than later in the process.&nbsp; Many companies forge
ahead with refining gameplay, but without a sense of what is the world
of the game.&nbsp; Therefore, they end up with a hodgepodge of different
elements.&nbsp; You'd need a really talented writer to try to retrofit a
story atop of that and make it truly compelling.<br /><br />It's like the
difference between a chair and a designer chair.&nbsp; They're both
functional and you can use them both as chairs.&nbsp; But only one might be
considered for its artistic merits.&nbsp; If you give the designer any
chair, the designer might be able to change it into something
beautiful, but the result would be totally different from the
designer's focused vision. Narrative designers are an important part of
the production process.&nbsp; I think there should be more of us.<br /><br /><b>SED: How does narrative structure help you create a better game?</b><br /><br /><b>SC</b>:
Humans naturally like to create structure out of chaos.&nbsp; Even when
there's not a story, humans will try to create a story.&nbsp; When there's
narrative structure, you're providing a narrative that satisfies this
human need.&nbsp; That's why stories have closure.&nbsp; They have endings.<br /><br />When
used in a game, narrative can be a powerful motivator to players.&nbsp; It's
just another element of the game design toolbox and it shouldn't be
overlooked. <br /><br /><b>SED: Have you ever been contracted to doctor a
script for a gamestory? If so, is that a challenge you see often; how
does it affect or limit your creative abilities?</b><br /><br /><b>SC</b>:
Yes, I've done script doctoring.&nbsp; I've come across it a couple times,
but I wouldn't say it's a common occurrence.&nbsp; You do have to be
careful.&nbsp; You need to have a uniform vision throughout the story.&nbsp; If
that means you're throwing out a lot of the previous work, then so be
it.&nbsp; If the client was happy with the previous work, then the client
wouldn't be coming to you.<br /><br />I don't see script doctoring as a
special case.&nbsp;&nbsp; In so many cases in contract game writing, you don't
get the blank slate.&nbsp; There will be an existing framework of a story.&nbsp;
That's the same with writing for licenses.&nbsp; You have to plug into an
existing world, use those characters and settings, and appeal to that
property's fans.<br /><br /><b>SED: While the writing process remains an ethereal thing, can you briefly describe your writing process?</b><br /><br /><b>SC</b>:<b> </b>It
differs from project to project.&nbsp; However, whatever work we have goes
through many more iterations because there are two of us.&nbsp; We pass
documents back and forth.&nbsp; We check each other's work.&nbsp; We plan a work
schedule and we collaborate through Skype and IM.<br /><br />For
expediency's sake, we may split up work but that's only after we're
sure we share the same vision.&nbsp; Then, there are times when we have
all-night Skype calls to hash out a story.&nbsp; Other times, we work
independently, collaborating on a shared Google document.<br /><br />A lot of our remote collaboration experiences are described in our blog, <a href="http://writerscabal.wordpress.com/">Writers Cabal Blog</a>.&nbsp; Basically, we've learned how to make virtual collaboration work.&nbsp; If <i>The Witcher</i>
hadn't been nominated for a WGA Award, we might have never have met our
co-nominees.&nbsp; They were in Poland and we communicated via translator.&nbsp;
When we had the kickoff meeting for Wizard 101, Anne was with KingsIsle
in Austin while I listened in through Skype from Paris.<br /><br /><b>SED: What is the most emotionally effective game you've played? Why?</b><br /><br /><b>SC</b>:
I can't say I have played an emotionally effective game.&nbsp; That might be because I'm great at starting games, but don't get around to finishing them.&nbsp; At this
moment, I have 5 games installed on my laptop.&nbsp; I've only played
through one of them, but I'm not sure that counts because it's an
intermediate build of a current game project.&nbsp; <br /><br />The irony of
working in the game industry is that you have less time to play games
because you're always playing the game you're working on and that one
isn't even finished yet.<br /><br /><b>SED: That's a strange conundrum isn't it?</b> <br /><br /><b>SC</b>:
It's an important point, though, because most people do not have a
habit of walking into a movie in the middle of it or getting up so they
can miss the ending.&nbsp; They also do not watch the movie in installments
in their free time.<br /><br />The other weekend, I was watching United 93
and I had an emotional response to this film.&nbsp; In fact, I found myself
creeping closer and closer to the screen because I was gripped by the
events portrayed on the screen.&nbsp; When I recall what I felt while I was
watching this film, then, no, I can't say that there's been a video
game equivalent for me. <br /><br /><b>SED: What do you seek to accomplish in your gamestories?</b><br /><br /><b>SC</b>: First of all, I want my game stories to be entertaining.&nbsp; If it's for a serious game, it still has to be entertaining.<br /><br /><b>SED:
Very true, any good educator would tell you that learning needs to be
entertaining. I found that to be the hardest part of teaching.
Knowledge unto itself is meaningless.</b> <br /><br /><b>SC</b>: Then, I'd
also like for the story to be meaningful.&nbsp; It doesn't matter if the
game is situated in a fantasy world; it can still address real-world
concerns.&nbsp; I think that's the appeal of serious games to me because
they often have real-world immediacy.&nbsp; I'm not so much for making the
player cry, but in providing the environment for the player to think
and question the choices. <br /><br />Games can be powerful narrative
experiences because the player participates in the fiction.&nbsp; When the
player-story entwines with the game-story, that's what generates a
unique and personal user experience.&nbsp; How to accomplish that feat is
what makes narrative design a challenging field.<br /><br /><b>SED: What do you envision for the future of gamestories?</b><br /><br /><b>SC</b>: I'd like to see more transmedial offerings.&nbsp; <br /><br /><b>SED: Amen to that.</b><br /><br /><b>SC</b>:
We live in a world of media convergence with several devices to keep us
connected together.&nbsp; The way we consume information now is much
different as compared to a decade ago.&nbsp; The news ticker on CNN or the
newsfeed on Facebook would seem like overload to the uninitiated.&nbsp; I
think there's definite potential in that area to explore how game
stories will play out across different media at the same time.<br /><br /><b>SED:
Sande, your time is appreciated. I look forward to playing the work of
Writers Cabal well into the future. Thanks for interviewing with the
NDE.</b> <br /><br />Sande is a fine example of the increasing influence
that women are beginning to have in game development, but her talents
don't stop there. She is a passionate member of the game writing
community, the IGDA, and WIGI. As an associate she has constantly
pushed me to more finely articulate narrative design and the tools that
will help us make narrative experiences more compelling and with
greater depth. I for one am grateful for it. For the <a href="http://www.narrativedesign.org/">Narrative Design
Exploratorium</a>, I'm Stephen Erin Dinehart, thank you for your time.
Remember it's only through play that great stories happen!<br />&nbsp;]]>
    </content>
</entry>

<entry>
    <title>Galatea 3.0 - Writing Great Game Characters AGDC08</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2008/09/galatea-30-writing-great-game.html" />
    <id>tag:www.narrativedesign.org,2008://1.53</id>

    <published>2008-09-17T21:57:26Z</published>
    <updated>2008-10-28T15:09:12Z</updated>

    <summary>Tom Abernathy gave a stellar talk at the Austin Game Developers Conference entitled &quot;Galatea 3.0: Designing and Writing the Great Game Characters of the Future&quot;. His focus was on how the symbiosis between writing and design can create richer experiences...</summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Conferences" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="characters" label="Characters" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Tom-Abernathy-AGDC08.jpg" src="http://www.narrativedesign.org/images/agdc/Tom-Abernathy-AGDC08.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="300" width="400" /></span><meta http-equiv="Content-Type" content="text/html; charset=utf-8">Tom Abernathy gave a stellar talk at the Austin Game
Developers Conference entitled "Galatea 3.0: Designing and Writing the Great
Game Characters of the Future". His focus was on how the symbiosis between
writing and design can create richer experiences and help play designers
better do their job. His fundamental thesis: Good characters, and subsequently
story, make good design better. It is his belief that a tighter integration of
writing and design will create better experiences for future players.<br /><br />Story is derived from characters. It emerges from the
internal desires of a character. 

When a character acts to achieve an object of
desire, hence externalizing internal desires, those desires come in conflict
with the outer world. It is here in this conflict that story emerges. This is
truly a classical Aristotelian approach, emphasized by Tom's references to the
Iliad and <st1:city w:st="on"><st1:place w:st="on">Casablanca</st1:place></st1:city>.
It is also very reminiscent of Robert Mckee's screenwriting techniques, which
too are derived from Aristotle's Poetics. 

<br /><br />Tom took it a step further and suggested that characters not
only make a story, they sell a franchise, creating hot intellectual property
(IP) and marketing hooks. It's true, and as storytellers we must remind the
pockets and purses that our craft drives sales and deserves development
dollars. It is only through emphasizing the fiscal prudence of investing in
story that we can convince producers and investors that we deserve just as many
dollars as the art or play design pipelines. As too many of us are familiar
with the opposite and clearly see the detriment in product quality, and
subsequent sales, which results from a lack of investment in story development.]]>
        
    </content>
</entry>

<entry>
    <title>The Future of Interactive Entertainment AGDC08</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2008/09/the-future-of-interactive-ente.html" />
    <id>tag:www.narrativedesign.org,2008://1.51</id>

    <published>2008-09-16T20:53:15Z</published>
    <updated>2008-09-22T04:12:36Z</updated>

    <summary><![CDATA[Bruce Sterling, legendary science fiction author, was unable to make it as our keynote speaker as scheduled.&nbsp; He instead sent a graduate student of his from the future to address the conference, or so said an individual representing Bruce on...]]></summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Conferences" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="agdc08" label="AGDC08" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><object height="210" width="280"><param name="movie" value="http://www.youtube.com/v/cx1AaEOFz7E" /><param name="allowFullScreen" value="true" /><embed src="http://www.youtube.com/v/cx1AaEOFz7E" type="application/x-shockwave-flash" allowfullscreen="true" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="210" width="280"></object></span><b>Bruce Sterling</b>, legendary science fiction author, was unable to make it as our keynote speaker as scheduled.&nbsp; He instead sent a graduate student of his from the future to address the conference, or so said an individual representing Bruce on stage, who looked remarkable like the man himself.&nbsp; At almost 90, with the skin of a ten year old and the hair of a rocker, he was unable to make with his Segway from 2043. The good news is that in 2043 Austin is still weird, because as Bruce, or his representative said "they kept it that way." According to Mr. Sterling's representative, computers in 2043 are boring; they are really quite boring, in fact they are quite like towels, paper, and other normal things of mundane human existence. His General Electric Pocket Mediator, apparently a handkerchief, didn't function as it should, since the cloud isn't existent in our time, and I'd say the same for most of his aspiration filled techno-jargon. <br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><object height="210" width="280"><param name="movie" value="http://www.youtube.com/v/QN-oPdEjwSQ" /><param name="allowFullScreen" value="true" /><embed src="http://www.youtube.com/v/QN-oPdEjwSQ" type="application/x-shockwave-flash" allowfullscreen="true" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="210" width="280"></object></span> Bruce's representative spoke at length, rather poetically, about the incoherence of the future.  His performance at first glance seemed to add little to the conference in the way of real substance.&nbsp; The main hall was empty, and virtually silent, less the lonely laughter of a few forced giggles, as if to say "I get it". Though I did enjoy his rather slanted take on a GDC keynote, it was a performance, and superficially contained little helpful substance for the world of today's game makers.&nbsp; If I were to take anything away, beyond a glimpse into living on the edge of keynote infamy, it would be:<br /><br /><font style="font-size: 1em;"><b>1) Redefine video games for the future.<br /></b><b>2) Don't be a clog in modern video game publishing.</b><b><br />3) Explore other forms of interactive media.</b></font><br /><br />Looking back it was quite refreshing, there were no product pitches, no self-comparisons to Walt Disney, he did not even try to wow the audience. Instead he was honest, humble, and insisted on 'taking the piss' out of all us self-righteous gamemakers. He threw off the rules, and that's exactly what he called upon industry vanguards to do.<br />]]>
        
    </content>
</entry>

<entry>
    <title>Death of three-act structure AGDC08</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2008/09/death-of-threeact-structure-ag.html" />
    <id>tag:www.narrativedesign.org,2008://1.52</id>

    <published>2008-09-16T17:52:57Z</published>
    <updated>2008-09-22T03:36:21Z</updated>

    <summary><![CDATA[Andrew Walsh presented the session posed on the question 'Are game writers witnessing the death of three act structure?&nbsp; Mr. Walsh was alive, full of passionate self-reflexive humor.&nbsp; His talk was a great postmortem on how layered interactive storytelling can...]]></summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Conferences" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="agdc08" label="AGDC08" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narrativedesign" label="Narrative Design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interactiveworlds" label="interactive worlds" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narrativestrucutre" label="narrative strucutre" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[<p class="MsoNormal"><a href="http://www.mobygames.com/developer/sheet/view/developerId,139156/">Andrew Walsh</a> presented the session posed on the question
'Are game writers witnessing the death of three act structure?&nbsp; Mr. Walsh was alive, full of passionate
self-reflexive humor.&nbsp; His talk was a great postmortem on how layered
interactive storytelling can further game experiences while maintaining their
classical roots.&nbsp; Clearly defending the form forged by Aristotle, he went on
to explain how he used the form in <i>Prince of Persia</i> and how it lent to creating
a next-generation interactive story experience.<o:p> <br /></o:p></p>

<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Andrew Walsh AGDC08" src="http://www.narrativedesign.org/images/agdc/Andrew-Walsh-AGDC08.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="300" width="400" /></span><p class="MsoNormal">In creating his
installment in the <i>Prince of Persia</i> series he had set some clear markers for
successful storytelling:</p><blockquote><ul><li><font style="font-size: 1em;">A strong identifiable story.</font></li><li><font style="font-size: 1em;">A simple playing experience.</font></li><li><font style="font-size: 1em;">A deep
story world.</font></li><li><font style="font-size: 1em;">Allow the player choice and control.</font></li><li><font style="font-size: 1em;">Making the characters feel alive.</font></li><li><font style="font-size: 1em;">Providing a next generation experience.</font></li></ul></blockquote><p class="MsoNormal"></p>

<p class="MsoNormal">What is his conceptual tool?&nbsp; "Ondemend storytelling"&nbsp; Just
what is it?&nbsp; Andrew went on to explain, "Ondemand storytelling is a story design that allows the player to
choose when to access the story and how much of it they want to
experience."<span style=""> &nbsp; </span>It is a layer of
interactive depth that is available to the player at the designers discretion
to give the story hungry player additional content.&nbsp; The Ondemand elements are
not required to forward gameplay, they exist to provide depth to the player, in
that they allow the player to customize their own experiences.&nbsp; Anyone who has
played<i> Gears of War</i> will be familiar with such systems.&nbsp; By holding a button (Y)
on a console controller a player can shift focus, shift control, to the game
makers, so they (writers/designers) may direct their focus to story points of
interest. </p>

]]>
        <![CDATA[<p class="MsoNormal">Like the tapes in <i style="">Bioshock</i>
which are available for the player to listen to anywhere, in <i>Harry Potter and the Order of the Phoenix</i>, the
segments are "carpeted" or as Andy refers to it "story carpeted" so that
segments of story are available in certain rooms, missions or levels.<o:p>&nbsp; </o:p>Andy sees story as a thing of words, dialog, and cut-scenes,
while I appreciate his perspective, he is clearly missing, perhaps purposefully, the importance in our craft of visual storytelling.&nbsp; As a writer
it's understandable, but as a Narrative Designer, it would be expected one
would emphasize the use of embedded story within the
environment via art and non-dialog driven sound.&nbsp;  Environments were touched up briefly, but
I believe he could have placed more emphasis on the ability of setting to drive
stories.&nbsp; He mentioned the use of the car-radio
within<i> GTA</i> as a way to paste story on top of gameplay without requiring the
player to directly engage with the story element, but again it is a story
element that is driven by voice-over (VO).<o:p><br /></o:p></p><p class="MsoNormal">In the end, the answer to his question is no. According to Mr. Walsh, the 3-act
structure is not dead, it's alive with a new depth previously unseen in linear
media experiences.&nbsp; Andrew was clearly successful in his aim.&nbsp; <i>Prince of <st1:country-region w:st="on"><st1:place w:st="on">Persia</st1:place></st1:country-region></i> has a
strong, deep, player driven story.&nbsp; It's a next generation play experience which
brings characters and worlds alive.</p><br /> "If you use a cutscene you are not a leper." -Andrew Walsh]]>
    </content>
</entry>

<entry>
    <title>Moving From Games to Interactive Storytelling AGDC08 </title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2008/09/chris-crawford-agdc.html" />
    <id>tag:www.narrativedesign.org,2008://1.50</id>

    <published>2008-09-15T15:30:09Z</published>
    <updated>2008-09-22T03:35:04Z</updated>

    <summary><![CDATA[At this point Chris Crawford is a legend, since his beginnings as a game designer for Atari in the 1970's he has been a proponent of dramatic games, ones which push the boundaries of the the medium to new heights.&nbsp;...]]></summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Conferences" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="agdc08" label="AGDC08" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="conferences" label="Conferences" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="story" label="Story" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="drama" label="drama" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interactiveworlds" label="interactive worlds" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narrative" label="narrative" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Chris Crawford AGDC08" src="http://www.narrativedesign.org/images/agdc/Chris-Crawford-AGDC08.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="305" width="400" /></span>At this point <a href="http://www.mobygames.com/developer/sheet/view/developerId,744/">Chris Crawford</a> is a legend, since his beginnings as a game designer for Atari in the 1970's he has been a proponent of dramatic games, ones which push the boundaries of the the medium to new heights.&nbsp; In this 2008 <a href="http://www.austingdc.net/">Austin Game Developers Conference (AGDC) </a>Session, Crawford focused on the creation of a new medium, one which focuses on interactive storytelling.&nbsp; As creator of the Game Developers Conference (GDC) he was one of the first to speak at this years conference, over 20 years since he held the first GDC in his living room. <br /><br />Apparently Chris's first proposal for this talk "14 Conceptual Shifts..." was turned down, and most recently he was asked to speak and rewrote the talk to be "<font style="font-size: 1em;"><b>15 Conceptual Shifts</b></font>"' When asked why he was turned down he quickly replied, "Because I'm an asshole." Apparently Chris does not care for games, and as a result has made some sworn enemies. He seeks divergence from the game industry as interactive storytelling is to create a new form of entertainment; one beyond useless interactivity not driven by compelling human drama.&nbsp; <a href="http://storytron.com/">Storytron, Inc.</a> is in fact his venture into creating this new industry. His company's website proudly displays the copy "<a href="http://storytron.com/players.php">Play a Storyworld</a>".<br /><br />He was/is a big shot, 14 hits, wrote the first book and journal on Game Design, about 16 years ago he walked away from it during the creation of the game <i>Wing Commander</i>.&nbsp; He saw the industry falling down a dark path, away form drama and towards toys, puzzles, things which are antithetical to the dramatic potential for interactive storytelling.&nbsp; Games are supposed to be about people, there is no real feelings, emotion and people. It's taken him 16 years.<br />]]>
        <![CDATA[<font style="font-size: 1.5625em;"><b>15 shifts for the interactive storyteller</b></font><br /><font style="font-size: 1.25em;"><b><br />1. People not things</b></font><br />Fundamentally
the focus of interactive storytelling is on human relationships, the game industry as a whole
doesn't understand this.&nbsp; Human social experiences are the important
thing to worry about.<br /><b><br /><font style="font-size: 1.25em;">2. The primacy of interactivity</font></b><br />The
primacy of interactivity is fundamentally accepted by the games
industry, but not writers. "Interactivity is the sine qua non of
software."&nbsp; Without interactivity you ain't got nothing.<br /><br /><font style="font-size: 1.25em;"><b>3. Screw Graphics </b></font><br />Interactivity
has primacy.&nbsp; Graphics exist solely to support the interactive activity.
What graphics do you need for storytelling.&nbsp; Novels don't need graphics,
storytelling does not require graphics, "in fact screw graphics."&nbsp;
Anything that is not central to this task get's in your way"<br /><br /><font style="font-size: 1.25em;"><b>4. Ditch plot</b></font><br />Stories have plot, storytelling is not the same as stories.&nbsp;<b> </b>Story is data, storytelling is process. Allow players to interact with process not data; "You can't put plot in interactive storytelling."<br /><b><br /><font style="font-size: 1.25em;">5. What does the user DO? <br /></font></b>Ask
yourself this fundamental question, not what they see, what they feel,
it' about doing things. "Act", interactivity.<br /><br /><b><font style="font-size: 1.25em;">6. What are the verbs</font></b><br />Make a list of verbs to
describe your software, this is what is fundamentally important about
the system. <br /><br /><font style="font-size: 1.25em;"><b>7. Linguistic User Interface - LUI</b></font><br />3 Classic systems 1) command line interface: 20 verbs 2) GUI: 100 verbs 3) LUI: &gt;1000 verbs.<br />There are two forms of software, 1) Civilian software, less that 100 verbs, and, 2) pro-software, more than 100 verbs. A "Little Golden Book" has 122
unique verbs. We need to be able to speak to our computers, just like
in Star Trek. <br /><br /><font style="font-size: 1.25em;"><b>8. The Sapir-Whorf Hypothesis</b></font><br />Can't do
natural language, Sapir-Whorf: language mirrors reality, if you want
language to fit inside a computer you need to put reality inside a
computer. Stories have toy realities, ergo us a toy language. That
world is a toy universe, a toy reality, use a toy language, therein
limiting yourself.<br /><br /><font style="font-size: 1.25em;"><b>9. Language = Reality</b></font><br />Don't design
reality, then fit language; don't design them together, as one entity.
You want the language and the reality to be the same thing. Design them
as one entity. This requires a powerful auditing system. <br /><br /><font style="font-size: 1.25em;"><b>10. Inverse Parser</b></font><br />Parser
analyzes sentences, user must conform to parser, Invert the process and
the user rules. Parser puzzle problem, has plagued us since the
beginning of adventure games,Chris's solution is an inverse parser.
What words are acceptable at this point in the input process?
Syntactical context dramatically narrows the range of words that are
possible. If you do syntactical parsing in advance you can limit the
verbs offered to the player. Dramatic context also narrows the range of
opportunities, so the list of verbs in narrowed to the user. Verbs must
be reusable, iterative, and incremental. <br /><br /><b><font style="font-size: 1.25em;">11. Ditch Space</font><br /></b>Gamers
are obsessed with the spatial (3D). Why do we need space in drama?&nbsp; Hamlet
would never say "To turn left or to turn right, that is the question"
Characters are about social cognition not spatial cognition.<br /><b><br /><font style="font-size: 1.25em;">12. Programmers are not storytellers!</font></b><br />Ergo, storytellers must "program". Doing a professional story requires a professional storyteller.<br /><br /><font style="font-size: 1.25em;"><b>13. Algorithms Animate!</b></font><br />Interactivity
is about what people do. They make choices, those decisions are driven
by algorithms. Choices are context-dependent, express that
context-dependence with algorithms. "The ugliness of a truth has no
barring on it's truth value". They story algorithms must be designed by
the storytellers.&nbsp; <br /><b><br /><font style="font-size: 1.25em;">14.&nbsp; A programming Language for Storytellers</font></b><br />Sappho, Color-coded, No acronyms, Syntax errors are impossible.<br /><br /><font style="font-size: 1.25em;"><b>15. Kinder, Gentler Math</b></font><br />Bounded
Numbers, special arithmetic for storytellers. All numbers fall between
-1 and +1.&nbsp; A special math for storytelling and storytellers must be
created. Storytrons simple math system is based in their proprietary
tool Story World Authoring Tool (SWAT)<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Chris Crawford AGDC08" src="http://www.narrativedesign.org/images/agdc/Chris-Crawford-AGDC08_1.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="235" width="311" /></span>Laura J. Mixon, an
engineer and professional science fiction writer, whom shares Chris's
vision for interactive storytelling also shared the stage. Believing in
Chris's theory he hired her to test his system in 1997. They are not
satisfied with story which is added onto a game, their focus is drama.
She believes verbs must be sourced from atomized plot.<br /><br />She
discussed the Implications of the Interactive Storytworld. Interactive
Storytelling will be structured as spirals, they will be incremental,
and iterative. Players need to genuinely care about characters, or
Non-players Actors (NPA), must have thier own goals. Player must sense,
increasing tension and building stakes, and a resolution at the end.
Theme emerges from events, inextricably linked to characters and
events. Theme is as important to interactive storytelling success as it
is to a traditional story. "Stories help us remember what it is to be
human, the help us find faith in humanity and the future. They give us
the courage to stand up for what we believe in." The challenge for
interactive storytelling is to bring this to the interactive medium. <br /><br /><b>The interactive Storytelling Revolution</b><br />We must learn from lessons from the past. Henry Fielding's<i> Tom Jones</i>
was arguably the first novel, and it was a major conceptual
break-through, creating a whole new industry. The second transition was
D.W. Griffiths<i> The Birth of a Nation</i>, the first film to break
from stage craft and to bring the audience into the dramatic action
rather than keeping them behind the fourth wall so commonly associated with the stage. Now we are at the breaking point for a new form or
story. <br /><br />"How many times in your life will you be able to get in on the ground floor of creating a new art form?" -Laura J. Mixon<br />]]>
    </content>
</entry>

<entry>
    <title>Game Writers in the Trenches™ 2: Tom Abernathy</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2008/09/game-writers-in-the-trenches-2.html" />
    <id>tag:www.narrativedesign.org,2008://1.49</id>

    <published>2008-09-11T04:25:29Z</published>
    <updated>2008-09-11T04:28:21Z</updated>

    <summary><![CDATA[This is an ongoing NDE series featuring interviews with Game Writers in the Trenches™.&nbsp; The game industry is riddled with the unsung heroes of interactive storytelling.&nbsp; As game developers are increasingly looking to create meaningful virtual narrative experiences, listening to...]]></summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Game Writers in the Trenches™" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="narrativedesign" label="Narrative Design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gamedesign" label="game design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gamedrama" label="game drama" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gamescreenplays" label="game screenplays" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gamewriting" label="game writing" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narrativestrucutre" label="narrative strucutre" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Tom_Abernathy_NDE.jpg" src="http://www.narrativedesign.org/images/Tom_Abernathy_NDE.jpg" class="mt-image-right" style="margin: 0pt 0px 20px 20pt; float: right;" height="200" width="300" /></span>This is an ongoing <a href="http://www.narrativedesign.org/">NDE</a> series featuring interviews with <a href="http://www.narrativedesign.org/game-writers-in-the-trenches/">Game Writers in the Trenches™</a>.&nbsp; The game industry is riddled with the unsung heroes of interactive storytelling.&nbsp; As game developers are increasingly looking to create meaningful virtual narrative experiences, listening to the real-world wisdom of these writers can help everyone on the development pipeline understand their trials, tribulations, and needs, in hopes of enabling them to do their job as they know best. Today's game writer is <a href="http://www.mobygames.com/developer/sheet/view/developerId,30159/">Tom Abernathy</a>, his journey as writer began in film, and now continues into video games. I'm hoping to see what we can learn from his experiences in the trenches of game development.<br /><br /><b>SED: You are currently a Writer at <span name="overviewpos"><span name="company">Microsoft Game Studios</span></span></b><b>. Your career has had you focused full-time on storytelling in some of the worlds top-tier studios, what is the most challenging part of writing stories for games?</b><br /><br /><b>Tom Abernathy</b>: Without&nbsp; question, the interactive element.&nbsp; Those of us who have worked as writers in other narrative media are trained and experienced (if we ARE trained and experienced) in linear narrative.&nbsp; The spin that interactivity - which is to say, non-linearity - puts on things can really mess with your head.&nbsp; There are so many tools we're used to having at our disposal - timing, sequence, parceling out information in a certain way, dramatic irony, on and on and on - that increasingly fly out the window the more control over the direction of things you give to the player.&nbsp; We writers are used to driving the experience, and then in games, suddenly we're not.&nbsp; That's a tough transition to make, and, after ten years in this industry, I'm still making it.<br /><br />That being said, the challenge it presents is incredibly rewarding; you're forced to take out and reexamine all your habitual ways of doing things and to ask yourself WHY you've done them that way and, now that you can't, how else you can do them and still get the kind of effect on the player that you want.&nbsp; Certainly, the more linear the narrative, the easier it is.&nbsp; But I've really come to appreciate and embrace the challenge of giving some control over to the player.&nbsp; It's a Zen experience; it's all about letting go.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="DAH! Box Art" src="http://media.strategywiki.org/images/thumb/3/37/Destroy_All_Humans_Boxart.jpg/250px-Destroy_All_Humans_Boxart.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="352" width="250" /></span><b>SED: Was there a realization at some point in your life that you wanted to write specifically for games?</b><br /><br /><b>TA</b>: I think so, yeah.&nbsp; Not in the sense of an apple-on-the-head moment, but I remember quite clearly when I was in film school at USC getting my MFA in '95 or '96, being in my apartment and looking to video games to give me a break from the grind of that program, firing up the PS1 and playing the stuff that was out that had any pretension to narrative, and just wanting to hurl the controller at the TV set.&nbsp; The kindest thing I can say about most of those games was that the writing seemed to have been done by a well-meaning amateur with some innate ability but no craft, no sense of what separates good writing from bad or good storytelling from mediocre storytelling or flat, boring characters from characters that pop off the screen and get you interested.&nbsp; (Never having been a big PC gamer, I wasn't aware at the time that, even then, there were some PC games that aspired to more, writing-wise, and even a few that achieved more.&nbsp; But even if it had, I think the contrast would have just made me angrier.)<br /><br />And the thing was, given my varied background as an actor, a theatre director, a filmmaker and a screenwriter, I just KNEW I could do better.&nbsp; I didn't know how well I could do, but I knew I could do better than what I was seeing, just by bringing some of my skills gained in other media to games.&nbsp; (One thing I think helped was that, with such a varied background, I was already used to approaching a new medium and figuring out how I could take what I had learned in another and bring it to bear; I'd had to do that several times already.)&nbsp; So I went on a crusade to find someone in the games industry who would give me a chance to do that.<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><br /> </span>]]>
        <![CDATA[<b>SED: Can you tell me the story of your first gamewriting gig?</b><br /><br /><b>TA</b>:
Having determined to set myself on the aforementioned crusade, I found
myself fortunate in friends - my girlfriend at the time, though a
Cinema Studies MA candidate at USC, had taken a job as an assistant to
Howard Marks at what was then Activision Studios (because no one ever
tells you how hard it is to actually get work in the film industry).&nbsp;
(She actually now runs a games localization company, so it all worked
out for her.)&nbsp; A close friend of ours moved to LA to take a production
assistant job at Activision which she had alerted him to, and so
suddenly I knew two people in games.&nbsp; (If Constant Reader gets nothing
else out of all my blabbering, get this: The cliché about it being all
about who you know?&nbsp; You have NO IDEA how true that is, in Hollywood
and in games.&nbsp; Networking is the name of the game, end of sentence.&nbsp;
And here I was, doing just that, essentially by accident.)<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><object height="240" width="320"><param name="movie" value="http://www.youtube.com/v/PY0sH4vn5lI&amp;hl=en&amp;fs=1" /><param name="allowFullScreen" value="true" /><embed src="http://www.youtube.com/v/PY0sH4vn5lI&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="240" width="320"></object>
My friend agreed with me 100% about the state of writing in games, and
together we conspired to get someone at Activision Studios to let me
write on their game instead of just handing it off to the level
designer or the audio engineer or the producer's friend who was taking
an Intro Screenwriting class at UCLA Extension (don't laugh; that's who
usually wrote whatever needed writing, and still often does).&nbsp; My Big
Break™ came when the honchos making Heavy Gear finally decided they
were tired of listening to my friend harangue them about me and, after
seeing a sample, contracted me to write the cut scenes for their game.&nbsp;
This being 1997 or '98, there were only about five cinematics, as I
recall, and they gave me not one iota of guidance as to the world or
the characters - and why would they have?&nbsp; They didn't understand that
I needed that stuff, because they didn't really know anything about
what a real writer did; that was the whole point.&nbsp; So I muddled through
and turned in a draft of which I was inordinately proud, and then I
never heard from them again.&nbsp; Being a Mac person, I was never even able
to play the game, so to this day I don't know for sure if they even
used what I wrote.<br /><br />But
the foot was in the door, and my own learning process about the
differences between writing for movies, television or the stage and
writing for interactive experiences had begun.&nbsp; It will probably never
stop.&nbsp; And when Activision shuttered their studio and some of the guys
there spun off and created Pandemic Studios, my friend went with them
as one of ten or twelve original employees, and that led to me doing
more work for them as a contractor and, eventually, to my writing
Destroy All Humans!, which became my real big break (ironic trademark
reference not included).<br /></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><br /><b>SED: What are the primary creative differences between the, contract and staff, writing positions you have had?</b><br /><br /><b>TA</b>:
Well, in this industry a contract writer is nearly always brought in
late in the process to write or re-write dialogue originally produced
by, usually, a level designer or audio engineer or producer's best
friend, etc. (see previous answer).&nbsp; His or her creative input is
likely to be neither desired nor appreciated, since by that point the
team is generally dealing with much more urgent issues, like the fact
that there's no way in hell they're ever going to make their date.&nbsp; So
you smile and listen to what they have to say, which is generally brief
and harried, and then you go off and you try to make something coherent
and interesting out of the odds and ends you've been given.&nbsp; I've
described the process as being akin to trying put together a jigsaw
puzzle in the dark; you're given as many pieces as the team can put
their hands on, but there's often no one who can explain to you how
it's all supposed to fit together - which is the whole point; that's
why they need you, although they may not realize it.&nbsp; In every other
dramatic medium, that's the writer's job description: to see clearly
how it's all supposed to fit together.&nbsp; That's what we do better than
anyone else...which is why I far prefer being on staff.&nbsp; Even leaving
aside issues like having a stable income and benefits and all that
stuff - which certainly held appeal for me with a new baby on the way
when I came on-board full-time at Pandemic in early 2005 - the only way
a writer is ever going to get to do what a writer is SUPPOSED to do is
if he or she is on the team from the beginning, playing an
appropriately core role in the development of the game's IP, world,
characters, and story.&nbsp; We are uniquely qualified to do those tasks -
they draw directly on expertise we bring to a team that, in most cases,
no one else on the team has - and, speaking for myself, I'm only really
happy if I'm in on that part of the process.<br /><br />I mean, I can toss
off witty and character-specific dialogue all day long, but, contrary
what most people running game developers and teams seem to think,
that's not the meat of what a writer does.&nbsp; The meat of our job is the
THINKING that goes on before a line of dialogue ever gets committed to
paper - the brainstorming and developing of fully imagined and realized
worlds and people and situations.&nbsp; One reason we haven't seen much good
game writing until the last few years is that few developers were
giving good writers the chance to do in a games context what good
writers do all the time in other contexts.&nbsp; (Another reason is that the
discipline is still inventing itself; even skilled writers still
struggle with the challenges games present.)<br /><br />So if you're an
aspiring game writer - if games are your medium and you're not just
killing time while you try to sell your screenplay - I honestly don't
know why you'd prefer contracting to being on staff, assuming you can
find someone who's willing to hire you on full-time.&nbsp; Even the money
isn't different enough to offset the loss of creative input.&nbsp; If you're
younger and like the flexibility, or if you get your primary creative
satisfaction from something else you do on the side, I guess I can see
the argument.&nbsp; But that's not how I work.<br /><br /><b>SED: As a staff writer are you able to have more influence on the design of a game in preproduction?</b><br /><br /><b>TA</b>:
Unquestionably.&nbsp; The team knows you; you interact with them
constantly.&nbsp; You're not some interloper from the outside, you're one of
the team.&nbsp; Just being able to have ad hoc conversations about stuff in
the break room with designers and artists and even programmers is
invaluable.<br /><br /><b>SED: Why is that important?</b><br /><br /><b>TA</b>:
Well, if you're not a very good writer, or if you're just an English
major who wants to break into games but knows you're not very
technically inclined, maybe it's not.&nbsp; But as I said, I don't work that
way; if I'm not creatively invested in what I'm doing, I lose
interest.&nbsp; It's not the most effective way for a developer to use me.&nbsp;
Put me on the team early and let me do what I do well: contribute to
creating and developing the world, the characters, the story, the tone,
the mood - even, given my background as a director and filmmaker, the
look - of the game.&nbsp; Let me help craft the big picture.&nbsp; (If there's a
creative director or a team lead or a lead designer doing that, great.&nbsp;
But often there isn't, and heaven knows somebody needs to.&nbsp; Might as
well be me, since I'm good at it.)<br /><br />I mean, look, at some level
this comes down to something as elementary as: Why do your job well?&nbsp;
Why care that much?&nbsp; And I've certainly known and worked with (and,
sadly, for) plenty of people who didn't much care about doing their
jobs well.&nbsp; For them, it was about the money or the cachet (speaking of
some of the ones I worked for) or the chance to actually make a living
in video games (some of the ones I worked with).&nbsp; And I guess you might
find that in any line of work.&nbsp; (It is sad, though, when it's the guy
running things.&nbsp; I mean, imagine the impact on a team if their director
clearly is coming in to work for no reason other than the money he's
getting paid or the stock he's hoping to get if the developer gets
bought.&nbsp; That sort of thing will kill morale faster than a BFG to the
left temporal lobe.)<br /><br />As stated, that's not how I work.&nbsp; I care
about what I do.&nbsp; I care just as much if I'm the lowest paid member of
the team as I do if I'm the highest.&nbsp; That's not to say I don't want to
be fairly rewarded for what I do, and by normal standards (i.e. those
found anyplace outside Los Angeles County), I have been.&nbsp; But that's
not what gets me going; that's not what makes me grind and crunch and
go to bed and wake up thinking about the project.&nbsp; Pride in my work,
that's what makes me do those things - and that's why any dev team
should be thrilled to have a writer who feels that way, and that's why
any writer who feels that way should want to get on staff full-time.&nbsp;
Contractors don't get that; they get higher per-week fees (and also
have to pay for their own health insurance), but they don't get THAT.&nbsp;
I can't work without it.<br /><br /><b>SED: As a gamewriter how does well-crafted gameplay affect your work and vision?</b><br /><br /></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Tom_Abernathy_AGDC.jpg" src="http://www.narrativedesign.org/images/Tom_Abernathy_AGDC.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="355" width="300" /></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><b>TA</b>: It aids me enormously.&nbsp; What I think helps the game even more - and I'll be talking about this in <a href="https://www.cmpevents.com/GDAU08/a.asp?option=C&amp;V=11&amp;SessID=7453">my session at Austin GDC</a>
- is when the designer and writer have worked through the process to
craft the gameplay and the narrative in concert.&nbsp; What I do is properly
viewed as a part of the design process, and my work benefits enormously
when choices are made in collaboration with design, just as the
designer's work will be strengthened by choices made knowingly in sync
with the characters and story.&nbsp; I won't go into specifics here, but
even a cursory look at a game like Bioshock shows the creative power
and the magnitude of the experience to be had by a player when game
mechanics and mission design are created in concert with the
development of a character's tactics and sequence objectives.&nbsp; The
things the character wants and needs dovetail with the designer's
mission plan; the character's strengths and weaknesses are inextricably
woven into the powers and limitations the player is given.&nbsp;
Interdependence like that between design and writing is hard to do, but
the payoff is undeniable.&nbsp; The only question to the designer and the
writer is, are you willing to work that hard?&nbsp; Do you care that much?&nbsp;
(And if you don't, why the hell are you doing this?&nbsp; There are easier
ways to make money.)<br /><br /><b>SED: How do you see game development changing to meet the growing expectations of today's audiences?</b><br /><br /><b>TA</b>:
I'll be honest: I don't see it, not yet.&nbsp; In my new position at
Microsoft Game Studios, I come into contact with a lot of developers,
and I see them all struggling with the massive practical difficulties
of ratcheting up their operations to make next-generation AAA titles.&nbsp;
The technology is outpacing our ability to develop for it, both
effectively and economically; the process takes too long, and it takes
too many person-hours.&nbsp; The industry's reigning business model no
longer works as currently constituted - companies can't continue
spending $20 million, $30 million or more on games that have to do
Gears of War numbers to make it back, because most of them won't do
that kind of business.&nbsp; I personally haven't heard of any company who I
think really has that problem licked, at least not outside a specific
successful franchise.<br /><br />So the question is, how do you lick it?&nbsp;
Well, you can do what Valve does, and finance your games with
technology you develop and license, and thus remove some of the
financial pressure of having to rush a game out before it's really
ready.&nbsp; I know some business development people who are skeptical of
Valve's model, especially the downloadable part, but I see in it a
similarity to what Pixar did, developing RenderMan and tasking John
Lassiter et al. to create content with that technology to show it off
and sell it, until they were able to get to the point where the content
was really driving the company, as they had always hoped and planned
for.&nbsp; Even now, they still make a lot of money off the technology
they've created, but it gives them the freedom not to be dependent
exclusively on the whims of the market.&nbsp; That, it seems to me, is a
direction Valve could move even farther in if they want to.&nbsp; (I have no
idea if they do.)<br /><br />But to really lick it, I think we all may have
to adjust our idea of what a video game is.&nbsp; Every day we move closer
to that Matrix-y ideal of creating experiences so fully immersive that
the user might even forget it's not "real."&nbsp; In some ways that goal is
almost in sight, in terms of environmental art and physics and stuff
like that.&nbsp; But making something that looks and feels like a world is
one thing; programming it to come alive in a way that supports such a
fantasy is another.&nbsp; From a writing point of view, I won't be truly
happy until somebody writes AI code that, working from my first
principles, can create its own spontaneous dialogue in the voice of a
given character, thus bringing into sight the possibility of an
experience that, once set in motion, literally creates itself based on
user input.&nbsp; I don't see that happening anytime soon, but I can dream.<br /><br />In
the meantime, some designers and programmers may be dismissive of game
writing - though I think their number shrinks each day, and has never
included the best ones I've met - but players are not.&nbsp; I just finished
reading the reviews gathered on Metacritic for Pandemic's Mercenaries
2, a game that I'm rooting for since I know a lot of the people who
worked on it.&nbsp; I've been astounded to see how many of the reviews have
dealt with the story and the writing - especially since the story in
the first Mercenaries was non-existent and writing was NEVER sold as a
big part of that franshise.&nbsp; Like it or not, players and critics are
coming to expect ever-more sophisticated writing from all but the most
narrative-free of games.&nbsp; It's not really optional anymore, and
developers and publishers would be smart to sit up and take notice.&nbsp;
(MGS has done, which is why it hires writers like me and great editors
to work with us on all the games it publishes.</span>)<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><object height="320" width="480"><param name="movie" value="http://www.youtube.com/v/z9EZuuWnQxM&amp;hl=en&amp;fs=1" /><param name="allowFullScreen" value="true" /><embed src="http://www.youtube.com/v/z9EZuuWnQxM&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="320" width="480"></object></span><br /><b>S</b><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><b>ED:
Having worked with THQ where the Narrative Design position is being
'openly' embraced, do you see you work as a gamewriter being different?</b><br /><br /><b>TA</b>: Well, it's not really accurate to say I worked with THQ in any significant way, aside from their producer on the <a href="http://www.destroyallhumansgame.com/">DAH! games</a>,
Derek Proud, and in any event DAH! 2 came out almost two years ago.&nbsp; I
was unaware that they've embraced the Narrative Design position - I
don't know that they had done so while I was still involved with them -
but if so, I applaud them for it.<br /><br />I'm not particularly
doctrinaire about titles, aside from the issue of the lack of respect
that of "writer" tends to engender at game companies.&nbsp; While at
Pandemic I was made a "writer/designer" (and, later, "senior
writer/designer"), a title change I welcomed simply because I knew
people in this business respect designers a lot more than they do
writers.&nbsp; All things being equal, I'm prouder of the title "writer"
than anything else I've ever been called (except "Daddy") and more than
content to be called that.<br /><br />The problem, though, is that
everybody has a different idea of what "writer" means.&nbsp; Given my
background, I have a very specific idea of it, as noted above.&nbsp; In
every other narrative medium in which writers are involved, the writer
is the originator, and frequently keeper, of the vision of a project,
the creator of the blueprint from which others build the actual
edifice.&nbsp; This has not been the case in games - in the same way, and
for the same reasons, that early 20th Century filmmakers had no one
"writing" their movies but simply made the stories up themselves on the
day of the shoot - but there's no good reason it can't be the case,
assuming the writer involved understands gameplay and game design well
enough.&nbsp; In earlier days the technology wasn't sufficiently advanced to
need narratives more sophisticated than what a talented amateur could
come up with, but those days are gone.&nbsp; Of course the concept for a
great narrative game can come from anyone - but to develop that concept
with skill, craft and artistry you need someone who can do what a
writer does every day on any project in any other medium.&nbsp; It's simply
a matter of a branching-off of a sub-specialization, just as game
design itself was once a branching-off of a sub-specialization, and the
fact that some designers are so threatened by game writers is
mystifying to me. &nbsp;<br /><br />As far as "Narrative Designer" goes, then, I
think that what I've done in my capacities at Pandemic and, to some
degree, at MGS falls under what many people would see as that title's
job description.&nbsp; Standardization of titles and roles in this industry
wouldn't be a bad thing; I guess that's what the IGDA is trying to
accomplish.&nbsp; In any case, if it makes someone happier to call me a
writer or a narrative designer, or to be called one or the other
themselves, that's cool by me.&nbsp; I'm going to be approaching my work in
the same comprehensive fashion either way.&nbsp; So for me, no, there is no
significant difference.&nbsp; (Ron Shelton's Bull Durham: "Honey, would you
rather I were making love to him using your name, or making love to you
using his name?")<br /><br /><b>SED: What does gamestory mean to you? How does it differ from other forms of storytelling?</b><br /><br /><b>TA</b>:
It means the story that the player perceives through the experience of
playing the game.&nbsp; That's potentially distinct, of course, from the
story the writer or anyone else intends the player to perceive.&nbsp; In
other narrative media the writer, or the writer and director, determine
the story and the audience receives it; he or she has a subjective
experience, but that experience is a reaction to stimuli which are the
same for every member of the audience.<br /><br />In a game, on the other
hand, the player is active and makes choices throughout the experience
that change the stimuli, and perceives his or her resulting experience
as the narrative.&nbsp; What's important about that is that it means that
EVERYTHING that happens to the player is potentially a carrier for
story: the sounds, the environments, the NPCs, the physics,
everything.&nbsp; Put simply, it's the difference between watching someone
else's experience - even at an intimate remove - and living it
yourself.&nbsp; For my favorite recent example, please see Portal, a game
with two characters and perhaps fifty lines of dialogue, but LOADS of
story. <br /><br /><b>SED: Is gameplay capable of creating the same kind of emotions experienced when consuming a well-crafted film or novel?</b><br /><br /><b>TA</b>:
I don't know, and I'm not sure it needs or should even want to.&nbsp; Again,
I come back to that key distinction: In other narrative media, we
receive the artist's work and experience it as at least somewhat
passive observers.&nbsp; In games, however, we are a full partner in the
work itself.&nbsp; We live it; we determine its course, to some extent at
least.&nbsp; Can we feel those Aristotelian states - pity, revulsion,
catharsis - about an experience in which we are not merely an observer
but a participant?&nbsp; Or are they by definition the emotions of an
observer, and rendered unattainable and irrelevant when that distance
is removed?<br /><br />It reminds me of the way that, after I went to film
school, friends sometimes remarked that I was less fun to go to the
movies with - I couldn't discard the knowledge I brought to it; I
couldn't, as Lawrence Kasdan wrote in The Big Chill, "let art wash over
me" anymore the way I used to before I could analyze what I was
seeing.&nbsp; Now, that didn't make the experience any less enjoyable for me
- I loved going to movies more than ever - but the way in which I was
engaging with movies was more active and analytical, less passive and
purely emotional, than it had been before.&nbsp; I wonder if that's the
natural state of the game player, and if, by logical extension, it's
foolish of us to dream of evoking from him reactions which are passive
and emotional and, in the end, simply not viable in our medium.&nbsp;
Perhaps we should embrace the cooler, more active and analytical
reactions of someone who is aware simultaneously of living in the real
world and yet acting in the one we've made for her.&nbsp; (Of course, that's
another kind of distance, in itself.)&nbsp; I don't know that that's true,
but I do wonder about it.<br /><br /><b>SED: How does narrative structure help you create a better game?</b><br /><br /><b>TA</b>:
One might as well ask how structure helps a writer in any medium, or
indeed any artist at all.&nbsp; My acting teacher in college, from whom I
learned more about the creative process than from anyone else, used to
quote an old martial arts mantra: "Discipline is freedom."&nbsp; Sounds
absurd; what in the world could it mean?<br /><br />What it means is this:
talent without technique is useless.&nbsp; It flounders about like a
headless chicken.&nbsp; You cannot grow at anything you want to be good at
until you learn and practice and master its technical elements, because
until then the work you do will be sincere but amateurish.&nbsp; Charlie
Parker did not pick up the saxophone and immediately begin to
improvise; he mastered scales and fingering and embouchure and modes
and harmony and syncopation... and then, and only then, once he had
learned and practiced those things until they were ingrained deep into
his bones and he could call them up effortlessly into his mouth and
fingers without conscious thought, only then did he begin to
improvise.&nbsp; When you have learned and mastered everything you can in
your craft, then you are liberated.&nbsp; You can stop thinking about that
stuff and start creating.<br /><br />The analogy to narrative structure is
worth making.&nbsp; One of the great things about learning the craft of
screenwriting is that you grasp quickly the inescapable truth of
William Goldman's dictum, "Screenplays ARE structure."&nbsp; Meaning that a
screenplay is a blueprint and the structural integrity of its story is
essential to its success; the natural rhythms that emerge from a story
soundly built are almost inevitably more satisfying to your audience
than a rambling, "this happened then that happened" tale.&nbsp; Imagine a
building made from a blueprint that ignores the need for structural
integrity and weight support, and you'll get a small sense of the
potential dangers implied in the analogy.&nbsp; A story without structure
meanders aimlessly without purpose, and sooner or later loses the
interest of its audience.&nbsp; With extremely few exceptions, people need
to feel that the storyteller knows where the damn thing is going.&nbsp;
(Goldman's other famous dictum about Hollywood is "Nobody knows
anything," which, while unquestionably true, is another meme for
another conversation.)<br /><br /></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Organ Box Box Art" src="http://upload.wikimedia.org/wikipedia/en/9/9f/Portal_standalonebox.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="360" width="256" /></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><b>SED: What is one of your favorite gamestory experiences and why?</b><br /><br /><b>TA</b>:
I'd have to go with Portal, because that's the game that still stays
with me ten months after I played it.&nbsp; I truly think it's a harbinger
of things to come, not just because of the minimalism and the clinic
that Wolpaw and Swift and the rest of them put on in giving us less
rather than more and letting us fill in the blanks ourselves, but
because it does what gamestorytelling must do if it's ever going to
grow beyond just aping the conventions of other media: it recognizes
the demands of an interactive medium and adapts to them.&nbsp; There are no
cinematics.&nbsp; There are only two characters, and one of them's a
cipher.&nbsp; The gameplay never stops to give the player an information
dump.&nbsp; The storytelling is woven into the gameplay and the environment
and the (very little) dialogue, spoken only by GLaDOS; it's subtle and
organic and inextricable from the experience of playing the game.&nbsp; It
is, in my opinion, the best example yet of video game writing working
hand-in-hand with design in a way which can only happen in this
medium.&nbsp; (This is one of the big points of my talk in Austin, by the
way.)&nbsp; The more I think about it, the more I think it's practically
perfect, an exquisite sonata of a game.<br /><br /><b>SED: How do you see story fitting into the interactive entertainment of tomorrow?</b><br /><br /><b>TA</b>:
Here's the thing: there's no getting away from story.&nbsp; The recalcitrant
designers who refuse to see the similarity between our situation now
and theirs twenty-five years ago can turn a blind eye all they want,
but the simply fact is that, as I said earlier, people perceive a
narrative whether you intend it or not; our brains are hardwired to
seek out patterns in noise.&nbsp; And the more sophisticated the rest of the
interactive experience is - the more it replicates reality, or at least
"realities" - the more the audience is going to expect narratives on
the same level.<br /><br />And the bottom line is (and I know I'm making
few friends among designers when I say this): Most game designers can't
do what a good writer can do.&nbsp; It's not in their skill set, though some
of them would like to assume it is.&nbsp; While a writer/designer at
Pandemic, I learned enough about design to know what I'm not good at.&nbsp;
What the really talented designers I've been privileged to watch, like
Tom French or Scott Warner or Chris Blohm - the things they can do, I
just shake my head in wonder at.&nbsp; They're brilliant people and thinkers
in their discipline, and I would never in a million years be able to do
what they do.&nbsp; And their role in the game development process is
central, and nothing will ever change that.&nbsp; But most designers (though
not all) have no real training or experience working as a writer or a
shaper of narrative in any medium.&nbsp; And the good ones know that, and
welcome good writers, because they know we'll make the game better, and
in the end, that's all most of us in this industry really want.<br /><br /><b>SED: Thanks for your time Tom. I look forward to <a href="https://www.cmpevents.com/GDAU08/a.asp?option=C&amp;V=11&amp;SessID=7453">your session at the Austin Game Developers Conference</a>.</b><br /><br />Tom
stands out as a great example of a cinematic storyteller swayed by the
power of interactivity. His works stand out with the character, charm
and wit he clearly displays as a person. In the trenches of game
development lurks a creature so heinously talented that he will one day
shake the media we so proudly stand upon, that creature is the game
writer, one we will surely come to learn more about. <a href="https://www.cmpevents.com/GDAU08/a.asp?option=C&amp;V=11&amp;SessID=7453">Tom's session at the AGDC "Galatea 3.0: Designing and Writing Great Game Characters"</a>, is on Monday at 4:30 PM. Hope to see some of you there. For the <a href="http://www.narrativedesign.org/">Narrative Design Exploratorium</a>, I'm Stephen Erin Dinehart. <br /></span>]]>
    </content>
</entry>

<entry>
    <title>Masters of Narrative Design™ 6: Ken Rolston</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2008/09/masters-of-narrative-design-6.html" />
    <id>tag:www.narrativedesign.org,2008://1.48</id>

    <published>2008-09-10T00:12:35Z</published>
    <updated>2008-09-11T04:37:41Z</updated>

    <summary><![CDATA[This is an ongoing NDE series featuring interviews with Masters of Narrative Design™.&nbsp; While 'narrative design' is not a term in common usage, the design of story experiences is nothing new.&nbsp; As game developers are increasingly looking to create meaningful...]]></summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
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    <category term="narrativedesign" label="Narrative Design" scheme="http://www.sixapart.com/ns/types#tag" />
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        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Ken Rolston in Elder Scrolls Oblivion" src="http://www.narrativedesign.org/images/Ken_Rolston_in_Oblivion.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="192" width="300" /></span>This is an ongoing NDE series featuring interviews with <a href="http://www.narrativedesign.org/masters-of-narrative-design/">Masters of Narrative Design™</a>.&nbsp; While 'narrative design' is not a term in common usage, the design of story experiences is nothing new.&nbsp; As game developers are increasingly looking to create meaningful virtual narrative experiences, looking at the lessons learned by these masters becomes increasingly valuable.&nbsp; Today's master is game author, developer and designer <a href="http://www.pen-paper.net/rpgdb.php?op=showcreator&amp;creatorid=3446">Ken Rolston</a>.&nbsp; As an early innovator in 'pen-and-paper' role-playing games he brings to video games a unique sensibility from 20+ years of experience in interactive narrative design. I'm hoping to see what we can learn from his wealth of knowledge and wisdom.<br /><br /><b>Stephen Erin Dinehart:&nbsp; Ken thank you for taking the time to interview with the NDE.&nbsp; You are currently Lead Designer on a computer role-playing game (CRPG) at the Toy Headquarters (THQ) studio Big Huge Games?</b><br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Cover of Ken Ralston's Paranoia" src="http://upload.wikimedia.org/wikipedia/en/c/c3/Paranoia2nd.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="289" width="218" /></span><b>Ken Rolston</b>: Yes.<br /><br /><b>SED: You have created both 'pen-and-paper' RPGs and CRPGs how are these experiences different for you</b><b>?</b><br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"></span><b>KR</b>: 'Pen-and-paper' RPGs can be authored by a single person [though they aren't so much anymore], and produced and distributed using mature technology... paper printing and publishing. <br /><br />CRPGs are far from a mature medium. You make everything up, nearly from scratch, each time.&nbsp; CRPGs are also vast production challenges, involving many people, many disciplines, and huge budgets, and they represent far greater risks of time and capital.&nbsp; And they are far harder to test and iterate rapidly. <br /><br />Finally, as Sandy Petersen says, the worst tabletop RPG session I ever played is far better than the best CRPG [computer role-playing game] I ever played... because of the dynamic relationship between the players and the GM [game master] in tabletop RPGs, and because of the more satisfying relationships among players and their avatars.<br /><br /><img alt="The Elder Scrolls Oblivion Box Art" src="http://actualgameplay.com/wp-content/uploads/2007/06/the-elder-scrolls-iv-oblivion-box.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="300" width="225" />I've also had the pleasure of watching people play my paper games like PARANOIA, and it's like watching productions of a play you've written... exceedingly gratifying.<br /><br />CRPGs are just way-too-much work, take way-too-long to produce, and cost way-too-much-money to produce as a medium of personal self-expression.&nbsp; And they don't evolve in the hands of your users as much as paper RPGs do.<br /><br />But... I've recently been replaying OBLIVION, and it was pure delight.&nbsp; So perhaps the gratification for the labor is somewhat delayed... but profound.<br /><br /><b>SED: Do you have a paper prototyping testing phase for your CRPG?</b><br /><br /><b>KR</b>: We make real working prototypes as fast as possible to explore systems, interfaces, and graphic presentation.&nbsp; We often make small brute-force paper prototypes of system elements, more for communication than testing... using cards or markers or Lego's.<b><br /></b>]]>
        <![CDATA[<br /><b>SED: You began designing RPGs in the 1980's for West End Games, what was your first exposure to the genre?</b><br /><br /><b>KR</b>:
My first exposure to RPGs was a mimeographed copy of Tunnels and Trolls
purchased in the early '80's in Manhattan.&nbsp; It was a much more
freeform, rules-light, tongue-in-cheek presentation than D&amp;D, whose
systems strongly reflected its wargaming ancestry.&nbsp; I've always been
more attracted by the role-playing and narrative than the wargaming
roots of the genre.<br />&nbsp;<br /><img alt="Ken's Shadows on the Borderland" src="http://www.pen-paper.net/images/rpgdb/ah8594.jpg" class="mt-image-right" style="margin: 0pt 0px 20px 20pt; float: right;" height="262" width="200" /><b>SED:
You went on to design games for the most legendary games creators of
all time, Tactical Studies Rules Inc (TSR) , Avalon Hill, Wizards of
the West Coast, and even White Wolf. What was the most valuable game
design lesson you learned while designing games for Avalon Hill?</b><br /><br /><b>KR</b>:
Actually, it was while at Avalon Hill that I worked with Greg Stafford,
author of the classic paper-and-pencil world setting of Glorantha™.&nbsp; I
learned many things from Greg, primarily about myth and world-building,
but in particular he said, 'Don't try to do too much.'&nbsp; I understand
that to emphasize the key role of early narrow focus when starting an
ambitious project.<br /><br />On one hand, I ALWAYS try to do too much...
the best vast narratives require such desperate over-reaching.&nbsp; But
I've learned that you have to design 400% of the content... so you can
throw out 350% of it before you start production.&nbsp; And when you start a
project, you have a ten-point list of objectives... and you plan to do
ONLY what's on that ten-point list.&nbsp; Any new idea or asset that doesn't
contribute to that focus risks disaster.<br /><br />Of course, I'm always
breaking that rule and proposing new ideas, and encouraging others to
break that rule.&nbsp; But when I do, I'm always terrified, conscious of the
risk, and alert to my duty to avoid hurting the project and everyone
involved by my merry displays of reckless improvisation.<b>SED:
That is refreshing to hear from a lead designer. Too many times I've
seen quite the opposite, and it leaves a game production in limbo.&nbsp; I
appreciate agile production methodologies, but adhering to a solid
design direction is a much more wise and fiscal approach.<br /><br /></b><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Cover of a book in Greg Staffords Glorantha series" src="http://www.glorantha.com/products/images/cover1102.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="290" width="201" /></span><b>It's
my understanding the Greg Stafford's Glorantha predated the TSR 1974
release of Dungeons and Dragons (D&amp;D).&nbsp; Rather than being based off
of miniature rules sets like Tactics II, it was drawn from mythological
systems like that of Joseph Campbell.&nbsp; Can you explain what the
differences are and how that influenced your early ideals for RPGs?</b><br /><br /><b>KR</b>:
A discussion of the differences between D&amp;D gaming experiences and
Gloranthan gaming experiences greatly exceeds the scope of this
interview, and of my scholarly expertise. But...D&amp;D was a game
system... not a narrative setting for gaming. In later years, narrative
settings were developed for D&amp;D, but none have ever achieved the
narrative elegance and sophistication of Glorantha.<br /><br />Greg's
Glorantha is a vast narrative setting... not a game system. Several
excellent game systems have been designed for gameplay in the Glorantha
setting... but it is the setting that has affected and influenced my
paper-and-pencil and CRPG work.<br /><br /><img alt="A Map of Glorantha™ in the second Age." src="http://fantasymaps.files.wordpress.com/2008/05/rqgloranthamap.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="473" width="355" /><b>SED: How has the Glorantha™ setting influenced your work?</b><br /><br /><b>KR</b>:
Glorantha is my gold standard for role-playing game narrative settings.
Glorantha attracted a community of brilliant and original professional
and amateur narrative designers, and, through their contributions, the
setting grew progressively richer, deep, and charming over the years.&nbsp;
The myths and themes of Glorantha are what I found compelling, and the
myths and themes of the Elder Scrolls setting are strongly influenced
by the scope and ambition of Glorantha.<br /><br /><b>SED: Have there been significant changes in the way you design an RPG since your early days of 'pen-and-pencil' RPGs?</b><br /><br /><b>KR</b>:
Fundamentally, no. I still devote about a quarter of a project to early
research and spewing ideas, about 5/8 to composition and production,
and about 1/8 to testing, editing, and revision. <br /><br />And
fundamentally, yes.&nbsp; CRPGs are, above all, a collaborative process.&nbsp; So
most of my work is collaborating with others.&nbsp; Charming, manipulating,
bedeviling others.&nbsp; It takes a lot of energy and persistence,
understanding and appreciation of the creative personality, and
patience. In part, I'm just lucky to work with such brilliant people.&nbsp;
But in part, I have to work very hard at it. <br /><br /><b>SED: You have
been a writer, or author, of game stories and a designer of game
systems, which inherently labels you as a narrative designer, at least
in my book. When you are creating these dramatic systems or CRPGs, what
is the balance of story and play? How do these two elements knit
together to create a better CRPG?</b><br /><br /><b>KR</b>: CRPGs are
designed with an extra helping of story. But they also have to be
designed to accommodate users with strongly contrasting tastes in
experiencing stories in games.<br /><br />The games I make, and the games I
like to play, can be played with a very strong focus on the linear
narratives [i.e., progression through quests and quest sequences]... or
the linear story can be ignored completely, and the player can go run
around the landscape and smash and loot and slaughter and completely
ignore the linear narratives... and still have lots of fun.<br /><br />Of
course, there is still quite a lot of story in the game where the
player ignores the linear narrative.&nbsp; It's implicit in the physical
culture of the peoples he is exterminating, and in the ruined
architectures he's scrambling around in, and the roads, paths, and
villages he's dashing through.&nbsp; That's the part of the RPG narrative
I'm most interested in creating; the sense of place, the themes, the
settings, the conviction that the world has meaning for the creatures
and people inhabiting it.<br /><br />Personally, I hate being told a story
in a game. Books, movies, songs, and plays are far more effective and
affective narrative vehicles, and easier, cheaper, and more reliable to
produce; and in greater abundance of theme and premise.&nbsp; Game stories
are pretty much the bottom of the barrel, culturally speaking.<br /><br />I
love being subliminally aware of rich stories in the air, in the paths
I travel, in the ruins I pass, implicit in the dialog I hear, in the
quests I am NOT officiously assigned by some tiresome quest-giver.&nbsp; I
love the stories I tell about myself when I decide NOT to steal that
fork off the table... whether the game cares or not... because I think
it is 'wrong' to steal that nice lady's fork... though I'll turn and
strip everything I can carry from the house of someone I find
annoying.&nbsp; These are examples of story experience that games are
particularly good at presenting.<br /><br /><b>SED: I know what you mean;
deep play is about contextual choice.&nbsp; It seems that the user-stories
imbued by embedded narrative are of vital importance for an increased
sense of agency within a player... despite the limits such stories
impose on the narrative ambitions of the game's designer.&nbsp; You mention
hearing dialog, but increasingly in CRPGs interactive dialog is
seemingly of vital importance to user-experience.&nbsp; Can you explain what
role interactive dialog plays in your CRPG designs</b>.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><object height="320" width="480"><param name="movie" value="http://www.youtube.com/v/LOSFNlBQVkY&amp;hl=en&amp;fs=1" /><param name="allowFullScreen" value="true" /><embed src="http://www.youtube.com/v/LOSFNlBQVkY&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" height="320" width="480"></object> </span><br /><b>KR</b>:
Interactive dialog is a necessary evil in CRPGs.&nbsp; There is no aspect of
the narrative more poorly modeled as a dramatic experience or as an
intellectual puzzle-solving process in computer gaming than interactive
dialog in CRPGs.&nbsp; It is the weak link.<br /><br />In my personal game
designs -- I speak for myself, and not for the wise, earnest, and
skilled designers who design, write, and produce most of the quests on
my games - all my dialog writing is a desperate struggle to avoid the
tiresome dialog conventions I encounter in all the other games I play.&nbsp;
My favorite quests, like my 'Mazoga the Orc' or Kurt Kuhlman's
delightful 'Paranoia' in OBLIVION, depend on some unconventional or
perverse reversal of the established conventions of CRPG interactive
dialog.<br /><br />'Paranoia', for example, recklessly exploits the
'unreliable narrator'... a delicious convention of literary and
cinematic narrative.&nbsp; In CRPG interactive dialog, we cannot present the
user with an unreliable narrator... because the interface and
interaction is not subtle enough to make gaming that ambiguity fair or
fun.&nbsp; But Kurt's 'Paranoia' quest breaks the rule... if you treat your
quest-giver as a reliable narrator; you are betrayed into a gross and
unjust murder of innocents. It's lots of fun... once, and in a minor
side-quest, and for laughs... but it would drive most users crazy if
they encountered it in a main quest sequence without a distracting and
obtrusive layer of foreshadowing and narrative handling.<br /><br />The
dominating rule for interactive dialog in my games is 'least harm', and
'only necessary exposition'.&nbsp; I cheerfully invite designers to
experiment with more complicated exercises in entertaining speeches,
narrative choices, and dialog puzzles... but I also cheerfully invite
ruthless editing, unless the dialog and gameplay sparkles with
uncharacteristic charm, freshness, and originality.<br /><br /><img alt="Big Huge Games Old Logo" src="http://www.pcgamersblog.com/50226711/sm-1484.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="227" width="225" /><b>SED: The Narrative Designer role is widely embraced by BHG, how does this new role help you design a better RPG?</b><br /><br /><b>KR</b>:
Actually, I can't make an RPG without narrative designers.&nbsp; I am
stunned when I hear panels and roundtables at GDC still talking about
hiring 'professional writers' for their games like it was shrewd and
recent wisdom. 'Narrative designers' are 'professional game writers'.
We have to be idiots if it doesn't occur to us to use professional game
writers to create game narratives.All the designers at Bethesda
Softworks were capable... and at least occasionally brilliant...
narrative designers.<br /><br />I have no idea how you could make a CRPG
without a stable of good narrative designers... at least one or two
very strong master-veterans, also skilled editors and re-writers, and a
hearty squad of steady, intelligent journeymen and reckless, eager, and
durable rookies.<br /><br /><b>SED: You seem to use the term 'narrative designer' rather freely; can you please explain how you define narrative design?</b><br /><br /><b>KR</b>:
I am not conscious of ever lacking the term 'narrative designer'.&nbsp; I've
always used it to contrast the role of system designers and narratives
designers. Systems designers design the systems.&nbsp; Narrative designers
design the narrative.&nbsp; It's a very common sense use of language for me,
and with the designers I work with, and I'm a little surprised to find
it needing definition.<br /><br />At the same time, I don't think I've ever
been asked for a formal definition. I am conscious of a generous
overlap in systems and narrative skills in most of my peers.&nbsp; Perhaps I
am distinctive in having relatively weak systems design skills.&nbsp; I
compensate for my modest systems chops with a broad and active
scholarship and interest in games systems.&nbsp; Even if I'm not qualified
for original composition in systems, I'm agile and conversant in their
methods and paradigms.<br /><br /><b>SED: When did you first begin using the term 'narrative design'?</b><br /><br /><b>KR</b>:
I'm not conscious of beginning to use the term.&nbsp; I think I've always
used the term, even back as far as my early work with TSR and
Chaosium.&nbsp; Perhaps because I am very conscious of my limitations as a
systems designer that I have always characterized myself specifically
as a narrative designer.<br /><br /><b>SED: What is one of your favorite examples of storytelling in games? Why?</b><br /><br /><img alt="Quantum Gate Box Art" src="http://www.vgmuseum.com/scans/saturn/a/Quantum%20Gate%201%20%28J%29%20-%20Front.jpg" class="mt-image-right" style="margin: 0pt 0px 20px 20pt; float: right;" height="189" width="199" /><b>KR</b>:
In an ancient game, "Quantum Gate", you are a young recruit in the
military, and your commanding officer calls you into his office and
asks you to snitch on the questionable loyalties of your roommate.&nbsp;
Your roommate, in fact, is an unpleasant jackass who has verbally
abused you, and who certainly has more-than-questionable loyalties.&nbsp;
But you also have questions about the authoritarian and arbitrary
culture you live in, and in particular the commanding officer who has
called you in and asked you to rat on a roommate.<br /><br />So you feel
really conflicted.&nbsp; You don't like the roommate, but you don't playing
the tainted role of informer, either.&nbsp; At a deeper level, it occurred
to me that the commanding officer might already know that my roommate
was unreliable... that he might, in fact, have bugged my room, and he
might be interrogating ME to find out if I was reliable.&nbsp; So there was
this delicious nested puzzle: what was the right thing for Ken Rolston
to do? Ken Rolston, who didn't like being an informer.<br /><br />What was
the right thing for my avatar to do?&nbsp; How much did he dislike his
roommate? What kind of person was my avatar?&nbsp; This was my first chance
to decide who he was... and I wanted to make a good, colorful,
consistent role-playing decision upon which I could base the rest of my
avatar's future game decisions within that role.&nbsp; And what was the
smart GAME thing to do?&nbsp; Had I sussed out the designer's cunning plan?&nbsp;
Had I detected subterfuge in the poker face of my interrogator?&nbsp; Or was
it just the conventional wooden performance of computer game video
drama?&nbsp; And if the commanding officer was playing me, what was my best
strategy, rat out my roommate, or, assume the role of stiff-necked
prig, refusing to snitch on principle?&nbsp; And had this incident suddenly
shifted my sympathies toward the roommate I had conceived such a
dislike for?&nbsp; The deliciousness of this game story was my analysis of
the situation, and the internal moral, tact