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    <title>The Narrative Design Exploratorium™</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/" />
    <link rel="self" type="application/atom+xml" href="http://www.narrativedesign.org/atom.xml" />
    <id>tag:www.narrativedesign.org,2008-04-01://1</id>
    <updated>2009-07-01T02:29:55Z</updated>
    <subtitle>The NDE is a publication dedicated to transmedia, franchise development, videogames, story, and narrative exploitation across multiple platforms.</subtitle>
    <generator uri="http://www.sixapart.com/movabletype/">Movable Type Personal 4.1</generator>

<entry>
    <title>Dramatic Play - towards a new form</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/06/dramatic-play-towards-a-new-fo.html" />
    <id>tag:www.narrativedesign.org,2009://1.77</id>

    <published>2009-07-01T01:56:54Z</published>
    <updated>2009-07-01T02:29:55Z</updated>

    <summary>My article Dramatic play was published recently on Gamasutra.com and has created some interesting discussion on various sights and forums.What is Dramatic play? Dramatic play is a new niche, a paradigm that is the focus of interactive narrative design, the...</summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Interactive Narrative Design" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="drama" label="Drama" 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[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Dramatic Play - Interactive Narrative Diagram" src="http://www.narrativedesign.org/images/Interactive_Narrative_Diagr.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="232" width="357" /></span>My article <a href="http://www.gamasutra.com/view/feature/4061/dramatic_play.php">Dramatic play</a> was published recently on <a href="http://www.gamasutra.com/">Gamasutra.com</a> and has created some interesting discussion on various sights and forums.<br /><br />What is Dramatic play? Dramatic play is a new niche, a paradigm
that is the focus of interactive narrative design, the craft that meets
at the apex of ludology and narratology and conjoins the theories into
functional video game development methodologies. To the right is a model I created based on Aritotles Dramatic Thoery as adapted for video games.<br /><br />If you'd like to read the article it is available @ <a href="http://www.gamasutra.com/view/feature/4061/dramatic_play.php">http://www.gamasutra.com/view/feature/4061/dramatic_play.php</a><br /><br />I think the article was best rephrased by AJ Glasser for Kataku as "You sorta owe Dead Space to Aristotle." Read the thread @ <a href="http://kotaku.com/5302557/you-sorta-owe-dead-space-to-aristotle">http://kotaku.com/5302557/you-sorta-owe-dead-space-to-aristotle<br /></a> <div><br /></div>]]>
        
    </content>
</entry>

<entry>
    <title>Transmedia Franchise Development</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/06/transmedia-franchise-developme.html" />
    <id>tag:www.narrativedesign.org,2009://1.76</id>

    <published>2009-06-29T03:40:27Z</published>
    <updated>2009-06-29T19:47:10Z</updated>

    <summary>Having developed franchises ranging in genres and game types, I&apos;ve become versed in writing and designing transmedia narrative delivery within the rules of a given property. Like any creative endeavor blank slates can be harder to fill than a penciled...</summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Transmedia 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="transmedia" label="Transmedia" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="transmedialplay" label="Transmedial Play" 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="The Transmedia Sphere" src="http://www.narrativedesign.org/images/TheTransmediaSphere_1.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="334" width="300" /></span>Having developed franchises ranging in genres and game types,
I've become versed in writing and designing transmedia narrative delivery within the
rules of a given property. Like any creative endeavor blank slates can
be harder to fill than a penciled page. Restraints based on franchise
rules can be both detrimental and freeing. Balancing these concerns and
knowing when to stick to a rule, and when to throw it out is vital to
successful franchise development. At the end of the day it's about
pleasing fans, and surprising them too.<br /><br /><b><u>Pre-Production</u><br /></b>This
is a vital step, often truncated or overlooked in scope, but it is a
large part of the process which can be time consuming.<b> <br /></b><br /><b>Step 1: Study the Franchise</b><br />This
seems easy, but it's can be quite time consuming and difficult. You
need to know a world well enough to author in it. This takes a
balancing of your subjective take on the franchise with a more
objective view of how the fans perceive it. Sure you can jump in
renegade style and bang around until Batman is wearing skates and Dr.
Freeze is a beef cake, or you can take care knowing you are stepping
into sacred ground. Yes franchises are the place of fairy tales and
make believe, they are intellectual properties which exist in the
imagination. When you take the task of altering and or adding to a
franchise you get a chance to contribute to the imaginations of
thousands if not millions of people. It's an opportunity best not
squandered on sophomoric fearlessness. That said, some people know
franchises too well to author in them, they become fearful of breaking
the cannon of fiction for sake of damaging their nostalgic
glamorization of what once was. &nbsp; <br /><br /><b>Step 2: Identify the Pillars</b><br />Look
at the Franchise and ask yourself "What makes this strong." "What does
The Marvel Universe mean?" or "What is Harry Potter?" "What is Halo?" I
find this is best done in a team setting. Key players a good team will
have talents and likes which bring them focus on certain aspects of the
franchise. Coming together to narrow and nail the pillars will be much
more fruitful than if you where to attacked it yourself.<br /><div><br /></div> ]]>
        <![CDATA[<b>Step 3: Characters, Locations, and time lines</b><br />Who is acting
within this world? Where are they and how have their pasts affected the
present. You need to know this stuff. Think of these as inventory lists
which you can later harvest for inspiration and function within your
fiction design. <br /><b><br />Step 4: Identify the holes</b><br />The story
will have holes, it's inevitable; sometimes BIG holes, ones you can't
cover up. That is, things will be unanswered for the audience, and some
questions will beg to be answered. By no means are you required to
address these holes, heck you might want to ignore them altogether, but
you need to ask yourself and your team which ones are important to
expanding the franchise and compelling it forward?<br /><br /><b>Step 6:&nbsp; Narrative Delivery</b><br />Just
how is a player going to experience your story? Or how will they create
their own? Looking at narrative delivery in the previous installments
and entry points to the franchise can help you identify key systems for
development. This is true for any medium your transmedia franchise is
covering. You need to study and identify these methods as both a
historical and competitive analysis. Identifying the parts which
deliver your narrative allows you to design the 'narremes', or story
elements within a particular media, to fit just right within your
transmedia sphere. A transmedia sphere is a collection of the media
types you are using to execute the transmedia property. Your story
content will be delivered with designed precision, your writer(s) will
be more happy, and ultimately the player will be able to understand and
experience more of your story as designed.<br /><br /><b>Step 7: Throw it all away. </b><br />Really; burn it. I was talking to a design
director recently and asked him about some narrative design techniques
that were used in the franchises last installation. What the team and I
thought were pillars were in fact a patchwork of fixes put together to
fix a poorly delivered story. People are human, and their creations are
too.<br /><br /><b>Step 8: The Transmedia Plan</b><br />
Map your transmedia sphere and created supporting documentation for
rollout. What media elements are you using? Are these elements to be
released at the same time?&nbsp; Do they focus on particular aspects of the
franchise? What do you expect to achieve with them? Understanding the
media elements, marketing and distributions channels that will be used
in you transmedia roll-out is vital information. Information which you
need, both for yourself and your team. <br /><br /><b>Step 9: Core Document</b>s<br />I
couldn't tell you how many times I've seen the whole of a franchise
being housed within a slide presentation created by an assistant
producer from viewing media artifacts. If those who came before you
were not wise enough to document the franchise during development, and
to update it after development, please put everything on hold until
this you have at least a first iteration, if not a solid alpha. You
shouldn't be 2 years into production without documentation about your
product. It's wrong and wasteful. Sure these documents will need
updated and iterated upon, but this is a vital first step for
organizing and developing the franchise.<br /><br /><b>Step 10: Write</b> <br />This
is a whole process unto itself, both vast and mysterious. A whole
business sector has developed about writing instruction, so I won't get
into it. That said, it is a vital and time consuming process with no
right answers. Listen to your gut, and to the critiques, no matter how
harsh, of people you trust.<br /><br /><u><b>Production</b></u> <br />Again
here is a long and time consuming process which may involve 10's
of millions of dollars and teams ranging into the 100's. It takes a lot
of planning, talent and time. What is below is brief overview. Since
your franchise might be staged, this pertains more to particular media
elements rather than your entire transmedia sphere.<br /><br /><b>Step 11: Phase Alpha</b><br />The
Alpha Phase of development needs to be directed at creating a first
draft of all you media elements. Once completed you and your team will
need to play, watch, listen and read. Testing these products and
presenting them is a task unto itself <br /><br /><b>Step 12: Focus/User Testing</b><br />A
vital step to any media production is testing, anyone whom has been on
the team since the beginning with be saturated, and as such the quality
of their opinions diminish relative to fresh eyes. Test the quality of
you media elements, and their interrelation, by asking
viewer/user/players questions which will provide you insight to how
your media elements are lending to their 'reading' of the franchise.
This will help you to restrategize for the next step.<br />
<br />
<b>Step 13: Post-Alpha</b><br />
This is the time to update you documentation, and ask yourself where
the most focus needs to be aimed to get your product finished. In all
hopes it is brief and directed so you can move smoothly into Beta.&nbsp; <br /><br /><b>Step 14: Phase Beta</b><br />
The Beta Phase of production is a time of sweating it out. If you've
planned well, you shouldn't be crunching, but polishing. This is when
you are aiming at a final draft, your gold.<br />
<br />
<b>Step 15: Gold</b><br />
This is when you media is ready for pressing, printing and distribution. It's not a phase, but the end of Beta. <br />
<br />
<u><b>Post-Production</b></u><br />
<br /><b>Step 16: Roll-out<br />
</b>This is a task which moves beyond franchise development and
production, and into marketing and distribution, I've got my thoughts,
but I'll leave that to experts.<br />
<br />
<b>Step 17: Keeping it live</b><br />
In today's media landscape it's possible to keep new content in
production at all times, feeding your fans, and maintaining their
loyalty and interest in the franchise.<br />
<br />
<b>Step 18: Documenation (again)<br />
</b>This is a great time to once again, update your documentation! If
you stick with the franchise you be thanking yourself, and if you move
on, the next team will be too. Documentation is the most key and
overlooked aspect of any franchise I've worked on, giving it the focus
and importance it deserves will pay out ten-fold as you franchise
matures over what every creator, and investor, hopes will be decades.<br />
<br />
Transmedia franchise development is a long and resource intensive
process, making sure you are planned and directed in you execution will
ensure quality in your franchise for years to come. For the Narrative
Design Exploratorium I'm Stephen Dinehart; thanks for reading.]]>
    </content>
</entry>

<entry>
    <title>Game Writers in the Trenches™ 6: Micah Wright</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/06/game-writers-in-the-trenches-6.html" />
    <id>tag:www.narrativedesign.org,2009://1.75</id>

    <published>2009-06-16T20:08:18Z</published>
    <updated>2009-06-16T21:38:32Z</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="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="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="Micha Wright" src="http://www.narrativedesign.org/images/MichaWright_NDE.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/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.micahwright.com/">Micah Wright</a>, I'm hoping to see
what we can learn from his experiences in the trenches of writing and game
development.<br /><br /><b>Stephen Dinehart: First off congrats on your continued success; between comics, books, games and more I'm wondering where you get the time. </b><b>The first project I'd like to address is your propaganda remix project.&nbsp; It is highly compelling from multiple perspectives. How did it get started?</b><br /><br /><b>Micah Wright</b>: It started in early 2002... I saw a series of new WWII-era styled posters regarding "information security" that the National Security Agency commissioned, and something about them didn't seem right.&nbsp; After staring at them for a while, I realized it was because at least one of them was a direct repaint of a Nazi propaganda poster, and all of them included a lot of techniques more commonly associated the social realism posters of Russia or China... military figures staring not at the viewer, but up and away to the glorious proletariat future.&nbsp; It really angered me that after 9/11 our government's first instinct was to pass the USA PATRIOT ACT and strip us of our civil liberties, and here suddenly was a poster with Nazi imagery on it.&nbsp; I didn't like the implications.&nbsp; I blogged about the image, and a reader suggested that I make fun of it, so I did.&nbsp; One thing led to another, and before I knew it, I had about 50 posters that I'd repainted, so I posted them all onto one page and started getting crazy amounts of hits solely through word of mouth.&nbsp;&nbsp;&nbsp; That's when I knew that there were a lot of people like me... people who saw which direction the Bush Administration was leading the country and weren't on board with their plans.<br /><b></b>]]>
        <![CDATA[<b>SD: While things may have settled a bit with the new
administration, you began the project at a highly controversial time.
Did you have to shop the material long to find a publisher?</b><br /><br /><b>MW: </b>Strangely
enough, they found me.&nbsp; From the beginning, I'd allowed people to
wheatpaste the images as they saw fit, and one day a guy who would
eventually become my editor was walking down the street and saw one of
my posters pasted onto a light pole and spent the next couple of days
tracking me down.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Micha Wright's Remixed Propaganda 2" src="http://www.narrativedesign.org/images/Remixed-Propaganda-2.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="450" width="309" /></span><b>SD: What additional hurdles did you have to overcome?</b><br /><br /><b>MW: </b>Other
than George Bush having an 86% approval rating when I started?&nbsp; Oh, the
hate mail, the death threats, the usual.&nbsp; It was weird being so against
the grain of society, but as the pointlessness of the Iraq War was
realized by more and more people, only the die-hards were left to
castigate my un-American-ness.<br /><br /><b>SD: Do you see the project expanding into other media formats?</b><br /><br /><b>MW: </b>I
never really thought much about it... I did the posters, they became a
book, I've made cell-phone backgrounds, but other than that, I don't
know where it'd go.&nbsp; What's sad is that lately I've been coming up with
a lot of ideas for new posters.&nbsp; It seems like a sign of trouble that
six months into the Obama Administration, I still see things to make
posters about.&nbsp; I really hoped Obama would do away with all of this
post-9/11 scaredy-cat baloney at the airports and spying on America and
close Guantanámo, but he hasn't.&nbsp; The national security behemoth
continues on its lumbering path completely unaffected by the changeover
between administrations.<br /><br /><b>SD: You are truly a writer with a broad breadth, of all the mediums you've worked in why do you continue to work in video games?</b><br /><br /><b>MW: </b>Well,
Games is a pretty fun place to work.&nbsp; There's a real sense of being in
on the development of a great new artform, which is exciting.&nbsp; The
money's okay... not as good as television or film, but better than a
lot of other fields.&nbsp; No one's getting rich writing comicbooks these
day.<br /><br /><b>SD: Having crossed the divide even further, you are now writing "<a href="http://rolando2.ngmoco.com/">Rolando 2: Quest for the Golden Orchid</a>" for the iPhone game publisher ngmoco:). Is that a full time gig?</b><br /><br /><b>MW: </b>Rolando
2 was a really fun job.&nbsp; It was a freelance job, as have been all of my
videogame jobs.&nbsp; I've never worked full-time at a developer, much as
I'd like to... the opportunity just hasn't presented itself yet.<br /><br /><b>SD: What is unique about writing for the iPhone?</b><br /><br /><b>MW: </b>For
a writer, it's a bit constricting... but the limitations make it a fun
challenge. It's essentially reductive, like writing Haiku instead of a
full script.<br /><br /><b>SD: <a href="http://blog.ngmoco.com/">ngmoco:) </a>is made out of a world class team of talent, yourself included. What about working with the team there is most compelling</b>?<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="ngmoco:)'s Rolando 2" src="http://www.narrativedesign.org/images/Rolando2.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="271" width="450" /></span> <b>MW: </b>The
team is great... good communication, fast decision making... all the
things that you dream of in an employer.&nbsp; Simon Oliver, the creator and
writer of Rolando, was a great guy to work with and bounce ideas back
and forth with... truly accepting of new ideas and concepts for the
game.&nbsp; It was a great experience and I hope to be involved if there
ends up being a Rolando 3.<br /><br /><b>SD: What do you like about the iPhone? Does it offer unique video game storytelling potential?</b><br /><br /><b>MW: </b>I
don't think we've seen even the surface of what's possible on the
iPhone.&nbsp; I've only seen one story-driven game for the iPhone so far.&nbsp;
I'd love to see a lot more.&nbsp; It seems uniquely built for a
choose-your-own-adventure type game.<br /><br /><b>SD: What does game story mean to you? How does it differ from other forms of storytelling?</b><br /><br /><b>MW: </b>Right
now we're in a weird place in the evolution of games &amp; story where
the sales push is slowly shifting from graphics to story.&nbsp; Ten years
ago, it was enough to just come out with a new WWII shooter or a new
game where zombies chased you down a hallway.&nbsp; The promise of
ever-better graphics was the publishers' sales tool to drive people to
new machines and new games.&nbsp; Now, however, we've reached a plateau as
far as graphics and realism go... how much MORE real do I want a WWII
shooter to look?&nbsp; Do I really want to subject my audience to realistic
combat wounds?&nbsp; Most of them would probably vomit if they shot someone
and their brains came cascading out.&nbsp; Then there's the danger of
desensitization to realistic violence, which I never want customers to
fall prey to.&nbsp; Then there's the cost... the more graphics ability we
add, the more expensive these games become to produce.&nbsp; Added to which,
we're right on the verge of the Uncanny Valley with regards to game
characters... have you seen the Heavy Rain previews?&nbsp; Those characters
almost look real, but our reptilian hind-brains quickly pick up on the
fact that there's something wrong with them and so we violently reject
them. No, we've reached the end of graphic realism as the primary sales
tool for our medium.&nbsp; So what's next?&nbsp; It has to be story.&nbsp; WHY am I
running down this hallway shooting zombies?&nbsp; WHO am I in this game?&nbsp;
WHAT is my goal, other than just getting to the next level?&nbsp; This is
where writers come into the process, and why more and more game
companies are hiring writers to participate in game design earlier in
the production cycle.<br /><br /><b>SD: As member, and chair, of the <a href="http://www.wganewmedia.org/">WGA New Media Caucus</a> are you seeing changes in the way game writers are being contracted?</b><br /><br /><b>MW: </b>I
think we're seeing more outside hiring as game companies realize that
perhaps their lead designer is the best guy they could hope for to
design the game, but maybe not the best writer to execute his own
ideas.&nbsp; It's just a matter of specialization... I'm hiring the best
level designers, the best lead designer, the best musician, why am I
letting the writing be taken care of by the janitor after he's finished
emptying the trash cans?&nbsp; That was the old system: let whoever wanted
to do it write the dialog, it doesn't really matter, anyway, etc.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Micha Wrights' Remixed Propaganda 1" src="http://www.narrativedesign.org/images/Remixed-Propaganda-1.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="450" width="296" /></span><b>SD: Do you believe adopting a Hollywood style model would help video game writers and their stories?</b><br /><br /><b>MW: </b>I
think adopting a Hollywood production model would help videogame
companies get their costs under control, and I think likewise, it would
help them come up with better, newer, more innovative ideas.&nbsp; In
Hollywood, with some exceptions, your Director isn't your Writer.&nbsp;
Sure, there are a lot of guys who do both jobs, but generally, they
were writers first and became directors to realize their vision
onscreen without interference.&nbsp; I'd love to see a Hollywood-esque
system where a company calls me in as a writer and the lead designer
says "we have a gameplay concept that's all about fighting in
zero-gravity.&nbsp; Can you pitch us a great story to go with it?" That way
you'd get the best of both worlds, instead of just slapping a generic
story on top of your cool new shooter.<br /><br />The other good thing
about Hollywood is that they have two seasons: Summer Blockbusters for
the part of us which likes to watch stuff explode, and Winter Dramas
for the erudite, discriminating viewer in us... but in games, it's all
Summer Blockbusters, all year long, with the odd Japanese freakout like
Katamari Damacy slipping through the cracks to freshen things up.&nbsp; The
oldest gamers are now in their late 40's and early 50's... why are
there no games for them?&nbsp; In Hollywood, the Producers see the money and
make cheap, simple films to appeal to those viewers... where's the
equivalent in games?<br /><br /><b>SD: What do you seek to accomplish in your game stories?</b><br /><br /><b>MW: </b>To
enhance and support gameplay.&nbsp; If possible to make the audience feel
something about what they're experiencing, other than just the
catharsis of killing the enemy or whatever.&nbsp; To push myself as a
writer, to push the medium.<br /><br /><b>SD: Do you believe game stories create catharsis? Have you experienced it?</b><br /><br /><b>MW: </b>That's
an interesting question.&nbsp; I think gameplay certainly creates a form of
catharsis... I felt like a ten-foot-tall god the day I beat the
"protect whats-her-name" level in Goldeneye way back on my Nintendo
64.&nbsp; I've experienced a number of really moving moments in games, but
I've never, say, cried at a game, whereas I've wept like a baby at
several films.&nbsp; Does that mean the interactive aspects of gaming means
the format is essentially distancing?&nbsp; Or does it mean I've just not
played the right games?&nbsp; Or have those games just not been invented
yet?&nbsp; I'm not sure what the correct answer is, and I feel we'll be
debating it for some time.<br /><br /><b>SD: Does narrative structure help you write? How?</b><br /><br /><b>MW: </b>Well,
every game I write has a 3-act structure.&nbsp; I think it's pretty much a
mandatory requirement for Western entertainment.&nbsp; Even the worst
videogames tend to have a beginning, middle and end... sometimes those
aspects are better executed than other times.&nbsp; Now, that said, there
are tons of differences between a film structure and that of some
games, and a traditional 3-act structure doesn't always lend itself to
some types of games at all.&nbsp; World of Warcraft, for example, doesn't
have much of a standard narrative structure, but its players seem to
fill in those missing pieces for themselves via the story of their
character and their guild or what have you.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Micah Wrights Remixed Propaganda 3" src="http://www.narrativedesign.org/images/Remixed-Propaganda-3.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="450" width="321" /></span><b>SD:</b> <b>What place will writers have in the interactive entertainment of tomorrow?</b><br /><br /><b>MW:</b>
More and better.&nbsp; What differentiates GTA III from GTA IV if not the
writing?&nbsp; They went DOWN in the number of character customization
abilities from 3 to 4, not up.&nbsp; There were fewer odd jobs (no taxi
missions, for example), no haircut changes, fewer clothing choices, you
couldn't get fat or work out to make yourself a megabeast any longer...
what was the last sequel with fewer gameplay options?&nbsp; No, what made
GTA IV a better game than GTA III despite the sandbox gameplay losses,
was the better story and better writing.&nbsp; On many levels, it was a real
breakthrough.&nbsp; I would love to have seen more forced character choices
and options, but for the first time, those types of branching
storylines existed in the GTA franchise, even if there weren't a lot of
them.&nbsp; The Rockstar writing teams are getting better and better with
each game, and they were already some of the better people in the
business.&nbsp; Heck, look at their game based on The Warriors... a great
brawling game, it utilized the major story points of the film, but
extended them and expounded upon them, coming up with a completely
original prologue to the film's storyline which explained some of the
mysteries of the film.&nbsp; That's something I think games do very well...
expansion and exploration of Intellectual Properties from other
mediums, and you need writers to accomplish it properly.&nbsp; Transformers
2 cost $200 million to create and is only two hours long, but the five
games Activision is releasing day and date with the film didn't cost
half that and provide many more hours of gameplay experience.&nbsp; If they
weren't tied to the film's storyline, I bet they'd sell three times
their eventual numbers.&nbsp; Once we've run dry of Harry Potter films, I
could easily see someone making fantastic games which take place in
that universe, the stories for which are just as good as the books.&nbsp;
Look how great the first Star Wars: Knights of the Old Republic game
was, for another example.&nbsp; I'd love to write a game set in the Lone
Wolf &amp; Cub universe, or a crime game set in the comedic milieu of
Donald Westlake's Dorfmunder books. &nbsp;<br /><br />Typically games has been a
business where the Publishers believed they created the best ideas
themselves... but that opinion is breaking down, and as we go forward,
we'll see it loosen up more, and you'll see more games based on
non-obvious IP.&nbsp; Like games based on non-current movies, like the
upcoming Ghostbusters game, or more games based on books.&nbsp; In 2002, I
pitched Warner Bros. Interactive a game called "Turner Classic
Videogames" which would use the storylines from three old
black-and-white films to recreate the best parts of those films.&nbsp; My
theory was you couldn't make an 80-hour game out of the black-and-white
version of "Invasion of the Body Snatchers" but you COULD make an
exciting 20-hour game out of it, then re-use the props, game engine,
costumes and background scenery for a 20-hour game based on "I Was A
Fugitive From a Chain Gang" or "On the Waterfront" and ship them on the
same disc.&nbsp; The WBIE producer looked at me like I had just grown an
extra head, but I guarantee that there's a market for a game based on
Logan's Run or The Dirty Dozen.&nbsp; Not some lame remake of those great
films, but an immersive experience set in those "lame" and "old" movies
which somehow manage to get played every day on cable.&nbsp; I noticed the
other day that there's a major game coming out based on Dante's
Inferno.&nbsp; How great is that?&nbsp; Things are changing every day in games,
and that's one of the things I enjoy most about working in the field.<br /><br /><b>Micah's work spans from controversial political remixes, to light hearted hand-held
fun. As one of today's most prominent game writers, and forces of change in game writing I know we will see him
having an effect in the industry for years to come. I hope you've learned
something from this interview straight from the trenches.
For the <a href="http://www.narrativedesign.org/">Narrative Design
Exploratorium</a>, I'm Stephen Dinehart, thank you for your time.
Remember it's only through play that great stories happen!&nbsp;  </b>]]>
    </content>
</entry>

<entry>
    <title>Reading Video Games</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/06/reading-video-games.html" />
    <id>tag:www.narrativedesign.org,2009://1.74</id>

    <published>2009-06-16T18:08:59Z</published>
    <updated>2009-06-16T18:16:34Z</updated>

    <summary>The &apos;game system&apos; fires up, the fans roar (or hopefully not so much), and the once black screen ignites. Immediately the player engages the video game and encounters stimuli; text; main menus, loading screens, cinematics, play mechanics, player characters, non-player...</summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Interactive Narrative Design" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="narrative" label="narrative" 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[The 'game system' fires up, the fans roar (or hopefully not so much), and the once black screen ignites. Immediately the player engages the video game and encounters stimuli; text; main menus, loading screens, cinematics, play mechanics, player characters, non-player characters, etc. They take witness and navigate the system using designed actions, play mechanics. Using these mechanics, the player acts as an agent within the participatory dramatic spectacle. An agent is a person or thing that takes an active role.&nbsp; The player moves forward through a series of events acting with designed mechanics to bring about change in the system in order to achieve some desired outcome. To act is to cause or experience events. An event is a transition from one state to another. As a player acts he assembles a series of logical and chronologically related events, a fabula. This is the story, a series of events cognitively assembled and perceived by the player. <b>The player authors this story through the reading of the <i>text</i>; the video game. </b><br /><br />"A narrative text is a text in which an agent relates a story in a particular medium" [Bal 1994]. The video game is related, or narrated, by the video game engine to the player through both active and passive means. Text, imagery, feedback, sound, and temporal sequences are read, perceived and judged. <b>The game engine presents a narrative text to the player and says read me; understand what I am; and immerse yourself in the simulation. </b><br /><br />Some are better readers, better players, but all the players read and absorb the experience. As the player progresses in his play these judgments about the events, experienced as a result of his actions, cause him to modify his play to produce desired results. Reading allows the player to determine the next action needed to achieve a specific objective, or 'object of desire.' The story is needed by the player to convey the subjective meaning associated with the narrative read in the video game. A dramatic pattern that when assembled by the player creates a [player] story; a communication about the way things are within a particular system. <br /> ]]>
        
    </content>
</entry>

<entry>
    <title>Defining Interactive Narrative Design 2</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/06/dramatic-play.html" />
    <id>tag:www.narrativedesign.org,2009://1.65</id>

    <published>2009-06-09T11:40:01Z</published>
    <updated>2009-06-09T16:54:46Z</updated>

    <summary>Interactive Narrative Design is a craft which focuses on creating dramatic play meaningful participatory experiences with interactive systems. An interactive narrative designer seeks to craft systems which deliver narremes, narrative elements, to a player in such a fashion that the...</summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Interactive 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="narratology" label="Narratology" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="drama" label="drama" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narrative" label="narrative" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narrativedesigndefinitions" label="narrative design definitions" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[Interactive Narrative Design is a craft
which focuses on creating dramatic play
meaningful participatory experiences with interactive systems. An interactive
narrative designer seeks to craft systems which deliver narremes, narrative elements,
to a player in such a fashion that the player may craft a story cognitively based on
their navigation within said system. When narrative design is successful the
player believes that they are experiencing a story driven out of their own agency
within a navigated dataspace or
played video game. While the aims of Interactive Narrative Design are similar
to Game Writing and Game Design, and
surely involves the crafts, this hybrid craft aims to allow story to take center stage so that
the systems engaged by the player are centered around the core thematic aim of the
writers story.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.narrativedesign.org/diagram1.png"><img alt="" src="http://www.narrativedesign.org/assets_c/2009/06/diagram1-thumb-400x236.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" width="400" height="236" /></a></span>Interactive Narrative Design is a craft that
meets at the apex of Ludology and Narratology and turns the conjoining into
functional interactive entertainment development methodologies. Ludology being the study of play that has
become very fashionable in the game design community within the past 2 decades. Narratology is the theory of narratives,
of spectacles, cultural artifacts that 'tell a story'. Video games allow the
player to witness data as a navigable,
participatory dramatic spectacles,
unfolding before their eyes in real-time.<br /><br />The aim is to
transport the player through play into the video game by all means of his
visual and aural faculties, so that
he may forget the confines of reality and live and breathe in the video game
which seems as life itself and on the screen which seems the wide
expanse of a whole world. The craft to bring about that paradigm shift is Interactive Narrative Design. ]]>
        
    </content>
</entry>

<entry>
    <title>The Inherent Drama of Game Play</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/05/dramatic-video-games.html" />
    <id>tag:www.narrativedesign.org,2009://1.69</id>

    <published>2009-05-15T11:32:32Z</published>
    <updated>2009-06-09T17:52:45Z</updated>

    <summary>Drama is defined as &quot;A serious play of human conflict.&quot; This is especially apt for video games.The basic conflict of protagonist (player 1), deuteragonist (player 2) and the antagonist is at the core of life, drama, and games. Whether it&apos;s...</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="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="gamedrama" label="game drama" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="simulations" label="simulations" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="strategy" label="strategy" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[Drama is defined as "A serious play of human
conflict." This is especially apt for video games.The basic conflict of protagonist (player 1), deuteragonist (player 2) and the antagonist is at the core of life, drama, and games. Whether it's a Wii bowling game or a online multiplayer strategy game, <i>conflict</i>, and it's resolution, is also at the core of game mechanics. <br /><br /><font style="font-size: 1em;">It is the same mechanic that has driven mankind forward</font> in the religion, sciences, arts, and humanities. It is this innate conflict of life which has been at the core of human pondering for almost as long as recorded history. The ancient Chinese drawing a dualism in approaches to conflict resolution between Sun
Tzu, with<b> </b><font style="font-size: 1em;">life as a series of conflicts</font><b> </b>which can be overcome by a
skilled tactician to achieve his object of desire, and Buddha, with
life as suffering (conflict) and the way to overcome it as a secession
of desire.<br /><br />Conflict renders life in the present. Through it's being mankind gains purpose and meaning through the chaos of change. Too in the realm of story, in the realm of drama, conflict acts as the very catalyst which drives human life forward. A classical 3-act narrative structure is
driven by an active protagonist seeking to achieve an object of desire,
and the conflict which arises out of action to achieve that object. The
pattern repeats until a final climatic conflict occurs that drives the
protagonist to a penultimate action to achieve his object of desire.
This is resolved in the denouement, which gives or takes the object of
desire to the protagonist, in all or part, depending on the degree of
irony.<br /><br />In that, games become systems to understand conflict and it's
resolution in the drama of real life. An old friend of mine once told me that his British father
would say: "We don't have wars in Europe anymore, we have soccer." ]]>
        
    </content>
</entry>

<entry>
    <title>On Murderous Video Games</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/04/on-murderous-video-games.html" />
    <id>tag:www.narrativedesign.org,2009://1.73</id>

    <published>2009-04-18T17:49:01Z</published>
    <updated>2009-06-09T17:56:36Z</updated>

    <summary>There was a interesting discussion on the the IGDA&apos;s Game Design Special Interest Group about the necessity of gore in games. In any other genres but action, horror and war, I would say no, gore is not needed. That said,...</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" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://www.narrativedesign.org/diagram1.png"><img alt="" src="http://blogs.citypages.com/gimmenoise/images/mk2_fatality.png" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" width="324" height="236" /></a></span>There was a interesting discussion on the the <a href="http://www.igda.org/" target="_blank">IGDA</a>'s <a href="http://groups.google.com/group/igda-game-design-general" target="_blank">Game Design Special Interest Group</a>
about the necessity of gore in games. In any other genres but action,
horror and war, I would say no, gore is not needed. That said, I do not
believe in the "gore-wars" to one-up the "real" nature of violence in
games. To me this is a childish enterprise for a grail which is never
realized. Do you remember when the <em>Mortal Kombat</em> arcade game
series seemed truly violent? Watching it now reveals it's almost comic
interpretation of gore. 

<br /><br />
<strong>The
pleasure
of horror</strong> is to become, for a while, wired to your
subconscious mind. I'm subscribed to the "life is scary enough without
horror" group, but for the player whom is engaged in a violent game, he
is experiencing in himself as a human being,
what is often buried in the subconscious, now in the conscious. It's a
rush of identification with
great power, with the life-force. We live in a society which chooses to
ignore the "elimnation of life" our tax dollars pay for in the day, and glamorize
brutality in the night, amongst the shadows of the 10 o'clock news. We bring real horror to the door
steps of our unwilling global neighbors, but we seek to regulate the
fantasies of adults though censorship of the arts. I ask why? We cleary have bigger issues. 

]]>
        <![CDATA[<div class="asset-body">
There is a reason most horror and war games are rated <em>M</em>, or <em>18+</em>, they are not for children. I watched <em>Friday the 13th</em>
when I was way too young, and I wish I hadn't, it scared the living
crap out of me. Parents need to do their best to regulate the content
their kid ingest, and I realize this is no small task. With that in
mind, gore in the arts, and the desire to inflict harm in human beings,
are two natural phenomena. It's when overt suppression of these desires leads
to a breakdown in social order that problems arise. <br />
<br />
The life-force which is buried with your mind is a force
of great power, it is ruthless, and only seeks to survive. The
conscious mind put a lid on that and allows us to live in the "real
world". The desire to harm, the action to harm, and
the pleasure in the suffering of other, these are the three steps of
evil. Studying the Horror genre in one of Robert Mckee's seminars
recently, I adapated his philosophy to video games and am presenting it
here.<br />
</div>

<p>
<a href="http://en.wikipedia.org/wiki/Sadism" target="_blank">Sadism</a> is rooted in dread, the fear of death, a sadist with a sadistic
impulse, feels powerless and that dread builds, to cope with that fear
they cause death in another living thing. The power of taking life
allows the killer to feel the power of life and death, this sadist
tendencies are in all human beings. That moment of suffering empowers
us, it makes us feel good. The desire to harm, the action to harm, and
the pleasure in the suffering of other, these are the three steps of
evil. From cutting off heads, to fragging strangers in Halo 3, to cutting of cars in traffic, it's a
matter of degrees. The <a href="http://en.wikipedia.org/wiki/Masochist" target="_blank">masochist</a> is someone whom acutely feels dread. They seek out
powerful people to live in their shadow, and through them they feel
safe. Naturally the person in power demonstrates their power over the
masochistic individual, and so beings the cycle of safety and power of
the sadomasochistic.<br />
&nbsp;<br />
The player firstly seeks to identify with the victim, and puts us in a
masochistic point of view. Secondly we then seek for the player to
identify with the predator in a sadistic fashion, and it is through
this contrast of masochism and sadism that we bring our audience
to horror. I would agree that children should not engage in such play, or that
gore belongs in certain genres. But Horror, and in so gore, is mentally healthy. 
</p>

<p>
Horror games here becomes an emotional therapy whereby players
excersice thier own unspoken sadomasochistic desires. The catharsis of
feeling these desires makes us feel
alive, and hopefully prevents someone from doing evil acts in real
life. It's dark, sort of Fruedian, but I think this relativley cold and
clinical perspective holds a lot of
truth. </p>
]]>
    </content>
</entry>

<entry>
    <title>2 Reminders to the Metaself</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/03/2-reminders-to-the-metaself.html" />
    <id>tag:www.narrativedesign.org,2009://1.70</id>

    <published>2009-03-30T11:51:49Z</published>
    <updated>2009-06-09T17:08:09Z</updated>

    <summary>Why make games?I create games to make meaningful emotional experiences, not to further puzzles or to encourage the slaughter of hordes of trolls. It&apos;s not that these puzzle slaughter games are wrong, but they aren&apos;t meaningful for me, and that&apos;s...</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" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[<div align="left"><font style="font-size: 1em;"><b>Why make games?</b></font><br /></div>I create games to make meaningful emotional experiences, not
to further puzzles or to encourage the slaughter of hordes of trolls. It's not that these
puzzle slaughter games are wrong, but they aren't meaningful for me, and that's why I work
in games, to try and make these shoot 'em up, dry puzzle mechanics into
something the player can draw emotional, and maybe even spiritual, meaning from. The hope is that
Interactive Narrative Design can do just that, if not now, then within my
lifetime.

<br /><br /><font style="font-size: 1em;"><b>Why focus on narrative?</b></font><br />In the design of interactive story, actions (player agency),
characters, setting and plot and the intermeshing of characters and events is
the hardest work I've done, and to create a playable ending that is inevitable, but
insightful and provoking. I craft narratives that provide insight into life, ones which are satisfying;
emotionally gratifying. They are tests for how much one really understands life. I want to make and play games that end, and end well. Ones that when finished provide the player with insight about the very real human condition.<br />

 ]]>
        
    </content>
</entry>

<entry>
    <title>Game Writers in the Trenches™ 5: Richard Dansky</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/03/game-writers-in-the-trenches-5.html" />
    <id>tag:www.narrativedesign.org,2009://1.63</id>

    <published>2009-03-16T12:30:05Z</published>
    <updated>2009-06-16T20:51:43Z</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="gamewriting" label="game writing" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gamestory" label="gamestory" 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="RichardDansky_NDE.jpg" src="http://www.narrativedesign.org/images/RichardDansky_NDE.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/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,130154/">Richard Dansky</a>, I'm hoping to see
what we can learn from his experiences in the trenches of game
development.<br /><br /><b>Stephen Dinehart: First off, congrats on <a href="http://www.gamasutra.com/view/feature/3935/the_gamasutra_20_top_game_writers.php?page=3">being named one of the top 20 game writers </a>most recently by Gamasutra! How has the recognition of your craft changed over the pas 15 years of your career?</b><br /><br /><b>Richard Dansky</b>: Thank you! It really is a tremendous honor, particularly being listed with some folks whose work I've always looked to as a model for what I've tried to achieve. I think <a href="http://www.gamasutra.com/view/feature/3935/the_gamasutra_20_top_game_writers.php?page=3">the list itself</a> is indicative of how much game writing has
grown and matured as a craft&nbsp; - fifteen years ago, I don't think you
could have gotten folks to name twenty game writers, and now there are
energetic debates on message boards as to who else deserved to be on
the list. The fact that game writers are getting known for their work -
not just within the industry, but by the fans as well - means that
there's more of an understanding of what good writing brings to a game.
And that can only be a good thing moving forward.<br />]]>
        <![CDATA[<br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="End War Box Art" src="http://www.narrativedesign.org/images/EndWar.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="361" width="256" /></span><b>SD:
Have you also seen an evolution in the game writing craft, both
external and internal to your own writing and story development process?</b><br /><br /><b>RD</b>:
Absolutely, and with every project. Obviously every project and
studio's process is different, but we've definitely moved away from
"here's our levels, make a story out of them" or "Oh, the lead designer
can write the game when he's not busy." There's more attention being
given to writing, there's more assets being given to writers to tell
stories with in terms of time and iteration, there's tighter
integration of story and gameplay in ways that reinforce both - it's
great to see.<br /><br /><b>SD: Can you tell me what you do at <a href="http://www.redstorm.com/">Red Storm Entertainment</a>?</b><br />
<br />
<b>RD</b>: At
Red Storm, I serve in a management role as opposed to a direct
production one. I guess you could say that a lot of what I do is making
sure that the design staff at Red Storm, which is made up of some
crackerjack folks like Jeff McGann, Chris Bray, and Jay Posey, has the
direction and support they need to do what they do best, and serving as
a gut-check on the management level for the design concepts that the
team develops. <b>SD: If you don't mind we'll leave the management aside. What about writing for video games is most challenging for you?</b><br /><br /><b>RD</b>:
The hardest part of writing for games is, I think, not getting the
number of iterations to polish that I'd like to do. My last novel, <a href="http://gothicbkshop.booksense.com/NASApp/store/Search?s=results&amp;initiate=yes&amp;ks=q&amp;qsselect=KQ&amp;title=&amp;author=&amp;qstext=Firefly%2BRain&amp;x=0&amp;y=0"><i>Firefly Rain</i></a>,
went through something like fourteen drafts before it was done. With a
game, you don't get that. It's for very good reasons, mind you - any
studio that can afford to write-record-implement nine or ten&nbsp; times to
make sure that everything is absolutely perfect has my utter respect -
but trying to sync up dialog and gameplay and level construction and
mission scripting simultaneously on a schedule and a budget means that
something potentially has to give.<br /><br /><b>SD: What does gamestory mean to you? How does it differ from other forms of storytelling?</b><br /><br /><b>RD</b>: I've
always contended that there's a giant player-shaped hole at the heart
of game stories, which is something you have to recognize in order to
write a good game story. If you don't allow room for the player's
actions to feel meaningful and decisive, then you're denying the heart
of what makes a game a game - the idea that players have to make
choices with consequences. If the player's not making choices - and
those choices can be as simple as "bazooka versus submachine gun" -
then it's not a game, it's an occasionally interactive movie.<br /><br />So
I guess that means that a game story is the combination of what the
creator/writer/narrative designer/team puts into the game in terms of
narrative elements, assets, and narrative structure, and the actual
actions of the player to realize those elements in an actual flow of
events. It's the two of them together that makes a game story.<b>SD: As a gamewriter how does well-crafted gameplay affect your work and vision?</b><br /><br /><b>RD</b>:
Better gameplay makes for a better experience for the player, which
makes for better immersion in the narrative. It's that simple, and it
works from both ends. Strong gameplay helps craft strong stories -
ideally, you want characters doing interesting things in your stories,
after all - and if the gameplay is involving, then the player's mind
has less time to wander and nitpick other things. <br /><br />More
seriously, a strong vision for gameplay really helps in the crafting
and tuning of game narratives. If you have a strong sense of what the
player is going to want to do - because that's what's fun to do - you
can craft the narrative to take advantage of that player desire. Story
and gameplay end up reinforcing each other, the player feels like
they're driving the action and doing cool things, and everyone wins.<br /><b><br />SD: What do you seek to accomplish in your gamestories?</b><br /><br /><b>RD:</b> Ultimately,
my goal is the same as that of every other member of the team working
on the game - to ensure that the player has a good time with the game.
Everything else is details. No matter how good the narrative or dialog
or characterization or anything else might be, if the player isn't
enjoying playing the game, they're going to stop. And if they stop,
then none of that work ever gets seen, and none of that story ever gets
told. <br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Dansky's Dark Messiah " src="http://www.narrativedesign.org/images/DarkMessiah.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="374" width="256" /></span><b>SD: Does narrative structure help create a better game?</b><br /><br /><b>RD</b>: Narrative
structure absolutely helps create a better game when it's developed in
tandem with the game structure. The game and the narrative need to be
aware of what the other's needs are and support those. If the player's
not going to get the BFG until level 12, then it makes sense to develop
a narrative that allows for the discovery of the BFG at level 12, and
not before. At the same time, if the narrative depends on a twist
reveal about a particular NPC, then the game structure should probably
put the player in a position where he's got a chance to blow that NPC
away too soon. It's the synthesis of narrative structure and game
structure that creates better games.<br /><br /><b>SD: When did you first decide to write for video games? </b><br /><br /><b>RD</b>:
I came to video games from tabletop RPG writing, specifically from
White Wolf Game Studios. I'd worked there for four years and worked on
over a hundred projects in that time, and I found myself running out of
things to say, as it were, in that medium. Around that time, a friend
of mine named David Weinstein contacted me and let me know that Red
Storm was hiring and they needed a game designer who could write. The
idea really appealed to me (and also, Dave is very insistent, in a good
way) - I was looking for a new challenge, and video game writing more
than fit the bill. It was definitely a tremendous shock <br /><br /><b>SD: Can you tell me the story of your first game writing gig?</b><br /><br /><b>RD:</b>
The first professional game writing I ever did was a freelance project
for White Wolf - two chapters of their supplement "Haunts" for the game
Wraith: The Oblivion. A friend of mine from college, Jennifer
Hartshorn, had taken the job as Wraith line developer, and she knew I
was A)interested in horror and B)trying to break into writing, so she
was kind enough to commission me to create a couple of settings for the
game. I ended up writing a good portion of it while sitting at a desk
designed for 8 year olds in the basement of a church in suburban Boston
while proctoring practice SAT tests for the Princeton Review. Mind you,
the church didn't have air conditioning, which gives a whole new
meaning to the term "fevered prose"...<br /><br /><b>SD: Wow; that is a compelling setting, who ever said limitation don't help! What is <a href="http://www.richarddansky.com/index_2.htm">Snowbird Gothic</a>? What does it mean to you?<br /></b><br /><b>RD</b>:
Snowbird Gothic is a term I coined to try to sum up my personal take on
the Southern Gothic. I confess, I'm a carpetbagger - grew up in
Philadelphia and went to school in New England - but I've lived in the
South for better than a third of my life, and if I haven't absorbed it,
I've at least observed it. So "Snowbird Gothic" is my shorthand for the
intersection of my Yankee ways with my experience here. It's something
that's manifest in a lot of my fiction, whether it's overtly like in
<a href="http://gothicbkshop.booksense.com/NASApp/store/Search?s=results&amp;initiate=yes&amp;ks=q&amp;qsselect=KQ&amp;title=&amp;author=&amp;qstext=Firefly%2BRain&amp;x=0&amp;y=0"><i>Firefly Rain</i></a> or <a href="http://www.yarddogpress.com/shadows.htm"><i>Shadows in Green</i></a>, or just sort of under the skin of
what I'm doing.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Dansky's Dark Kingdom of Jade" src="http://www.narrativedesign.org/images/DarkKingdom.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" height="355" width="256" /></span><b>SD: As an experienced writer for 'pen-and-paper' RPGs what part of that skill set has carried over to video games?</b><br /><br /><b>RD</b>:
The most important shared trait between the two is the recognition that
the player has primacy. Traditional storytelling media - fiction,
movies, etc. - has the storytelling going in one direction, from the
author to the audience. With games, everything depends on what the
player does to make the minute-to-minute action of the story, and
that's true for tabletop RPGs and AAA first person shooters alike.<br /><br /><b>SD: You also have plenty experience writing fiction in the Horror genre, can you tell me what about the genre fascinates you?</b><br /><br /><b>RD</b>:
I blame Ray Bradbury, honestly. I was given a copy of his book The
Halloween Tree when I was a kid, and it just caught my imagination.<br /><br />Reading
- and writing - horror is very much a way of asking yourself the
question, "Where do I not want to go? What are my boundaries?" And it's
a way to test the answers you have to that question, which allows for
some really fascinating possibilities for character development and, of
course, writing.<br /><br />For my part, I'm much more a fan of things like
Charles Grant's "quiet horror" than I am of stuff where it's all about
the arterial spray. Gore doesn't really move or interest me. It's
what's going on between the characters' ears, how the extraordinary
circumstances of a horror novel that forces them to confront how they
act every day, that hooks me.<br /><br /><b>SD: Now that I think about, you
have written a lot in all the types of writing you do, fiction, RPGs,
Video games, and instructional writing. Is there a place you seek to go
with your writing that you haven't accomplished yet? A ground yet
unbroken?</b><br /><br /><b>RD</b>: Really, I just like writing. It's fun
for me to put words together, whether it's fiction, game writing, book
reviews, essays or whatever. Hopefully I have something interesting to
say in each of those formats. I haven't really tried screenplays or
comics yet, but someday, if I get the opportunity, it might be
interesting to take a whack at them. The real limiting factor is, of
course, time.<br /><br /><b>SD: How much classical story structure do you use in the creation of your gamestories?</b><br /><br />On
those projects where I'm involved in the creation or development of the
story, I'm at least as much about gameplay development as I am about
the classical structure. Because of the demands of gameplay -
increasing challenge, the risk of alienating the player with forced
failure conditions, ramping up the player's capabilities in a way
that's compatible with the narrative - you can't just say, "Right,
who's read Joseph Campbell?" and stamp it out chockablock from there.
The introduction of gameplay and the player experience really forces
me, at least, to rethink everything about story structure every time I
start work on a game's narrative.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Dansky's Firefly Rain" src="http://www.narrativedesign.org/images/FireflyRain.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" height="386" width="256" /></span><b>SD: What writing format do you prefer for your gamestories? <br /></b><br /><b>RD</b>:
I'm very lucky in that Ubi has developed a fantastic internal tool for
gamewriters that lets us interface extremely well with other
disciplines, and which gives me a lot of versatility as to how I
compose dialog and so forth. Obviously, different projects have
different demands, and you don't necessarily need a full cinematic
script format if you're just writing a few thousand generic lines. That
being said, I've worked in everything from spreadsheets to dedicated
scriptwriting software to proprietary project-specific tools, and what
the folks at Ubi has cooked up is really the best thing I've had a
chance to use.<br /><br /><b>SD: Mmm... I'm drooling; propitiatory game writing tools. I just like the sound of it!</b><b> What is the most emotionally effective game you've played? Why?<br /></b><br /><b>RD</b>:
Usually when people talk about "emotional" games, they're talking about
a pretty limited subset of emotions, the "higher" ones that get engaged
when you read Jane Austen or go to the opera or whatever. Let's face
it, Halo engages the emotions - they're just not reflective,
contemplative emotions, they're visceral, aggressive, red-meat-chewing
ones. So I'm not sure "emotionally effective" is a great way to measure
games. If I feel drained after doing my best one-legged Ian Anderson
impression playing Rock Band 2, is that not emotionally effective? <br /><br />That
being said, in the more traditional sense of the question, I'd have to
go with Grim Fandango as the best I've played so far. It's wonderful
storytelling, with that overlay of humor helping drive home some of the
more serious questions the game is asking.<br /><b><br />SD: Agreed, just
like any number of other mediums games can affect and engage the player
with any range of emtions. It's a strong signifier with various
interpretatins, where people draw the line always says something
interesting about what the thin games could or should do. With that in
mind, </b><b>do you believe video game stories create catharsis? And if so have you ever experienced such catharsis? How and why?</b><br />
<br />
<b>RD</b>:
I think any storytelling medium has the potential for catharsis, and
that games, by the nature of the player's actual involvement in the
events of the story, have the potential to be very, very powerful in
this regard. Have I experienced it? Certainly, in games ranging from
<i>Ico</i> to <i>God of War</i>. Do I think we'll be able to invoke even greater
response in the future? Probably, and I think that's more a function of
the storytelling tools we have at our disposal than of the medium
itself.<br /><br /><b>SD: What do you envision for the future of gamestories?<br /></b><br /><b>RD</b>:
In a word, more. As game writers, we're getting so many new toys to
play with which each development cycle. Better AI lets us tell better
stories. More emergent behaviors lets us create worlds that feel more
natural. Better animation and facial expressions on characters - and
being able to direct those animations, as Bioware did in Mass Effect -
means that we can start thinking about getting out of the Uncanny
Valley in a way that lets our stories be more emotionally resonant. The
more ways we have to put what we see in our imaginations on the screen,
the closer we can get to that imagined ideal, and the better the
narratives we can create and share with the player.<br /><br /><b>SD: How do you see story fitting into the interactive entertainment of tomorrow?</b><br /><br />We're
human beings. We're storytelling creatures. Every time a new medium has
come along, we've found ways to use it to tell stories, from Lascaux to
Gutenberg to Twitter. As interactive entertainment evolves, our ways of
using to tell stories will evolve, too. Can I point to specifics? No,
because the technology is exploding in so many different directions.
But I'm definitely looking forward to seeing where it goes, and
hopefully, to being a part of moving it forward along that path.<br /><br />Richard has laid a lot on the table for us and I certainly enjoy it.
As one of today's most prominent game writers I know we will see him
having an effect in the industry for years to come. Be sure to catch
his Game Writer Workshop at the Austin GDC. I hope you've learned
something from this no-nonsense interview straight from the trenches.
For the <a href="http://www.narrativedesign.org/">Narrative Design
Exploratorium</a>, I'm Stephen Dinehart, thank you for your time.
Remember it's only through play that great stories happen!<br />]]>
    </content>
</entry>

<entry>
    <title>Writing for Video Game Genres - Released</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/02/writing-for-video-game-genres.html" />
    <id>tag:www.narrativedesign.org,2009://1.64</id>

    <published>2009-02-28T13:20:49Z</published>
    <updated>2009-06-09T17:41:56Z</updated>

    <summary>The International Game Developers Association&apos;s Game Writing Special Interest Group just released a book with A k Peters, called Writing for Video Game Genres: From RPG to RTS . I was fortunate to have contributed the chapter called Writing for...</summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
        <category term="Recommended Reading" scheme="http://www.sixapart.com/ns/types#category" />
    
    <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[The <a href="http://www.igda.org/">International Game Developers Association</a>'s <a href="http://www.igda.org/writing/">Game Writing Special Interest Group</a> just released a book with <a href="http://www.akpeters.com/">A k Peters</a>, called <i><a href="http://www.akpeters.com/product.asp?ProdCode=4179">Writing for Video Game Genres: From RPG to RTS</a> </i>. I was fortunate to have contributed the chapter called <i>Writing for Real-Time Strategy Games</i>.
The pages are graced by many popular game writers, including Haris
Orkin, Richard Dansky, Tracy Seamester, Lee Sheldon, Andy Walsh, Sand
Chen, Evan Skolnick, and that's just the start! The book can be<a href="http://www.akpeters.com/product.asp?ProdCode=4179"> orderd online</a>, and should be on retail shelves soon. This is the third book released by the <a href="http://www.igda.org/writing/">WSIG</a>
and could be a helpful a part of any game students or aspiring game
writers collection. It can also serve as a good resource for those of
us in the field. ]]>
        
    </content>
</entry>

<entry>
    <title>An Interview by an Aspiring Narrative Designer</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/02/an-interview-by-an-aspiring-na.html" />
    <id>tag:www.narrativedesign.org,2009://1.62</id>

    <published>2009-02-17T13:00:04Z</published>
    <updated>2009-06-09T17:32:31Z</updated>

    <summary><![CDATA[I was contacted recently by a curious mind, it belonged to a student named Margaret A. Cogswell. I asked her to tell me a little about herself and her program.&nbsp; "I am a sophomore at Savannah College of Art and...]]></summary>
    <author>
        <name>Stephen E. Dinehart</name>
        <uri>http://www.stephendinehart.com</uri>
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[I was contacted recently by a curious mind, it belonged to a student named Margaret A. Cogswell. I asked her to tell me a little about
herself and her program.&nbsp; "I am a sophomore at <a href="http://www.scad.edu/">Savannah College of Art
and Design</a>, and a game design major.&nbsp; I recently discovered that I am
really passionate about narrative design and storytelling in general.&nbsp; I'm
in a Survey of Interactive Media class right now, in which we study the
emergence and progression of digital and interactive media and the effect it
has on the art world (gaming industry included; it is, after all, an art form).
I am required to do a presentation on a specific area of the gaming industry,
and I teamed up with two other people who are also interested in narrative. The Interactive Media and Game Design department is pretty ruthless and intense at SCAD. As a general rule, if your work isn't excellent, it doesn't pass the
test. I was looking for resources on the internet when I came upon <a href="http://www.narrativedesign.or/">The Narrative Design Exploratorium</a>... I'd really like to ask you some questions that may help me in my project..." Ask away Margaret.

<b><br /></b>]]>
        <![CDATA[<br /><b>Margaret A. Cogswell:&nbsp;</b><b> Do you have a specific source of inspiration?</b><br /><br /><b>Stephen Dinehart:</b>&nbsp;
Many I suppose. I'm tempted to speak of my earliest. I used to love the
stories in pen-and-paper RPGs, I would sneak into the family office and
hide out just to listen to my brother Grant and his friends play<i> Dungeons and Dragons </i>and <i>Gamma World</i>, not to mention Avalon Hill games like <i>Axis and Allies</i>.
Comic books are also a big inspiration for me, my pops had a sick
collection from the 50's-70s. Then there was this one I got into in the
2nd grade called <i>ElfQuest</i> which for me was the subject of many
imaginative play sessions with my friends. Once I remember so vividly
running over a hill and seeing an army of trolls coming at us. I knew
it wasn't real, but my imagination was on fire. It was like living the
most impossible dream. Saturday morning cartoons, and film also rank
high on my scale. The most powerful media experiences for me are those
transmedia experiences, which allow me to engage with story on
multiples levels, and build my own subjective beliefs about characters,
plot, and motivation. It's what I call <a href="http://www.narrativedesign.org/2008/05/transmedial-play-the-aim-of-na.html">Transmedial Play</a>.<b><br /><br /></b><b>MC: Is there a set process that you go through when you develop an idea into a concept for a game?&nbsp; If so, what is it?</b><br /><br /><b>SD</b>:
That's a great question. It depends on many factors, like the team,
time-line, resources, and expectations. Media production has been a
full fledged force now for over 100 years, there are great processes
that already work. The illusion that interactive entertainment is
somehow so 'different' from other form of media that it demands a
entirely new development methodology is not a idea I would embrace. For
the most part I see it as my job, like any professional artist, to be
able to create on the spot without warning. It's part of what separates
hobbyists and dabblers from professionals. That said, as Hemingway said
"The first draft of anything is shit." Ideas come a dime a dozen, it's
only through refinement, practice, failure, and iteration that you can
do your best. I start with a nice pen, and a blank piece of paper. If
I'm not
inspired enough, I go out and live life. I read, love, paint, and laugh.<br />&nbsp;<br /><b>MC: Since you've
been in the industry for a while, can you tell me how the role of the
"writer" has changed over the years in the game industry?</b><br /><br /><b>SD</b>:
I have only written for games as narrative designer, but the writing
credit is very important. This is why in my current role I also have
the title of <i>Lead Writer</i>. Part of how I sell the position is as a solution to the
problems both writers and game developers have with contracted talent,
too often brilliant, or not so brilliant, material is inadvertently
butchered by the iterative production process, which is itself in
constant flux. It can leave both writers and developers angry, hurt,
and frustrated with their end product. The only solution is to have
someone, or a team, whom work alongside a production as it changes and
insures that the story content is managed and developed in such a way
that it maximizes the potential positives of that interactive fluctuation in production. That's part of what a narrative designer
does, manages the fluctuation in story as is demanded by the tangles of
the iterative production process which plagues the industry.<br />&nbsp;<b><br />MC: How do you think the role of the "writer" will change in the future?</b><br /><br /><b>SD</b>:
A writer is a writer. I wouldn't mess with that. I write, I love it, it
is an art wholly unto itself. What will change is the demands of
interactive narrative, which is why being an interactive narrative
designer is so much fun, and at the same time so challenging. We are
wrestling with the past via the present to define the future.&nbsp; <br /><br /><b>MC: What games do you consider to have good writing?</b><br /><br /><b>SD</b>:
There are plenty, I really enjoyed Black, Jade Empire, Prey, Dead
Space. I could nit-pic in a critique what worked and what didn't, but
what I'm more interested in is interactive experiences that tell good
stories. Bioshock is a typical example, but what was done well there
was utilizing the lessons of Disney Imagineers. Go to a Disney park,
walk down Main Street, go on the Pirates of the Carribean ride and I
think you will instantly know what I mean. They are highly crafted
interactive experiences, story spaces as it were, ones from which we
still have much to learn.<br />&nbsp;<br /><b>MC: How do you feel about the increasing significance placed upon graphics versus narrative in games?</b><br /><br /><b>SD</b>:
It's both empowering and daunting. Narrative in interactive
entertainment still has a lot to prove. I do think the shifting
attitude is really going to help our field see some groundbreaking work
in the next decade. I hope and pray that we might be done with the race
that has brought the industry to cherish higher polygon counts over
believable characters. Nintendo has done a lot to shatter this illusion
in recent years. I hope it means that narrative development starts
getting budgets allotments like engineering. Ok, so that might not be
realistic, but I would really love to see more developers put their
money where their mouth is. It's something I have had the pleasure and
pain of being on the forefront of. Some developers get this, "we didn't
need that dude before" attitude, which just isn't helpful. My favorite
comparison is that of engineers back in the day saying "artists? Who
needs 'em? I did all the art on our past 3 titles."<br /><b><br />MC: What
are the advantages and disadvantages to both linear and non-linear
storytelling?&nbsp; Which do you feel is more effective in games?</b><br /><br /><b>SD</b>:
I am of the school that your average player from a mainstream audience
doesn't need a "non-linear story" to have a great experience. What
matters is that feeling of catharsis. If you can bring a player to the
point where they get that "jenkies" moment. That's what matters. I also
am growing tired of the phrase "non-linear story" it's a very misused,
and misunderstood term, you can throw it in with "emergent" and
"procedural". Fact is all experiences we have as human beings are
rendered as linear by the simple fact that we cognitively perceive
reality in just such a fashion. What is important is player feedback,
and providing them with the enough degree's of agency that they feel
free, or as free as the system requires to provide a rich experience.
Even life has limited agency or the perception thereof. How often do
you feel like you have freewill? Most of life, sadly, seems
deterministic from one day to the next. Any good story should come to
an ending beyond which the audience couldn't imagine another. That's
what makes it a good story, it's complete. It's only academics and
forum lurking super-geeks that argue about linearity vs. non-linearity,
and frankly they are both delusions.<br /><b><br />Thanks for the questions.
If you find yourself with a thirst for knowledge, or a curiosity about interactive narrative design, I'll do my best to share.
Take this as an open invite to ask questions and I'll do my best to answer. </b><br />]]>
    </content>
</entry>

<entry>
    <title>Defining Interactive Narrative Design 1</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/02/defining-interactive-narrative.html" />
    <id>tag:www.narrativedesign.org,2009://1.60</id>

    <published>2009-02-01T19:48:59Z</published>
    <updated>2009-06-09T17:39:55Z</updated>

    <summary>Interactive Narrative Design is a craft which focuses on creating meaningful participatory story experiences with interactive systems. Just like as a designer of artificial intelligence crafts systems to give a viewer/user/player (VUP) the perception of intelligence in virtual beings. So...</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="Interactive Narrative Design" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="gesamtkunstwerk" label="Gesamtkunstwerk" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narratology" label="Narratology" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="narrativedesigndefinitions" label="narrative design definitions" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="placedesign" label="place design" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.narrativedesign.org/">
        <![CDATA[Interactive Narrative Design is a craft which focuses on creating meaningful participatory story experiences with interactive systems. Just like as a designer of artificial intelligence crafts systems to give a viewer/user/player (VUP) the perception of intelligence in virtual beings. So too a narrative designer, working in a interactive medium, seeks to craft systems which deliver <a href="http://en.wikipedia.org/wiki/Narreme">narremes</a> to a VUP in such a fashion that the VUP may craft a story cognitively based on their navigation within said system. When narrative design is successful the VUP believes that they are experiencing a story within a navigated <a href="http://en.wikipedia.org/wiki/Data_Spaces">dataspace</a>, or played videogame.<br /><br />"After
the novel..the computer age introduces
its correlate - database." Manovich [1] As Manovich defines the database the fiction form of our age, I too argue that a videogame is a database of multidimensional arrays containing audio, visual, and gameplay elements which when experienced in a concinnity via narrative systems creates a believable storyspace in the mind of the VUP. The then living dataspace has a depth of content which often relates to the depth of the experience as rendered linear to the VUP when navigating said dataspace with gameplay systems. Similar to my definition of Narrative Design, <font style="font-size: 1em;">"a <a href="http://en.wikipedia.org/wiki/Narratology">narratological</a> craft which focuses on the <a href="http://en.wikipedia.org/wiki/Structuralist#Structuralism_in_literary_theory_and_literary_criticism">structuralist</a>, or <a href="http://en.wikipedia.org/wiki/Semiotic_literary_criticism">literary semiotic</a> creation of stories. <a href="http://en.wikipedia.org/wiki/Narreme">Narremes</a>, or story elements, are formulated into a cohesive <a href="http://en.wikipedia.org/wiki/Narrative_structure">narrative structure</a> in such a way as to create a <a href="http://en.wikipedia.org/wiki/Metanarrative">metanarrative</a> or archnarrative...</font>" Dinehart [2]. Interactive Narrative design seeks to accomplish this via VUP navigated databases. <br /> ]]>
        <![CDATA[There seems to be people out in cyberspace that think the Narrative
Designer position in games is simply a mislabeled writer. This
assumption is entirely false. While writing is a practice that is integral to interactive narrative
design, developing interactive narrative systems is something that is
clearly beyond the scope of a writer by any definition. It is like the
craft of cinematography in film, in that interactive narrative systems
are the conduit through which written content is delivered to the VUP.&nbsp;
Via a sort of synesthesia in which narremes presented as audio, visual,
and gameplay stimuli are cognitively ingested by the VUP rendering a
legible narrative. The quality of the narrative rendered will vary on
the quality of the story as written, and the success of the narrative
delivery systems. Which, again like the best cinematography, is
transparent to it's participatory audience. <br /><br />Interactive Narrative Design is a craft which has it's roots in the philosophy outlined in Richard Wagner's essay <a href="http://en.wikipedia.org/wiki/The_Artwork_of_the_Future"><i>The Artwork of the Future</i></a>, Pen-and-paper Role Playing Games like<i> <a href="http://en.wikipedia.org/wiki/Dungeons_&amp;_Dragons">Dungeons and Dragons</a></i>, and the experimental works of groups like the <a href="http://college.usc.edu/labyrinth/">Labyrinth Project</a>. Wagner's ideas began the revolutionary
idea of removing the "<a href="http://en.wikipedia.org/wiki/Fourth_wall">fourth wall</a>" and involving the audience
in the play. I ask you to again look at that sentence, but to think of the word <i>play</i>
as a signifier for interacting with video games rather than a sequence
of stage craft. Play is the method by which the audience is invited to
participate and author within an interactive storyspace or video game.
Therein the audience member becomes a player, or actor, in the video
game or <i>play</i>.<br /><br />"Thus the spectator
transplants himself upon the stage, by means of all his visual and
aural faculties...forgets the confines of the auditorium and lives and
breathes now only in the artwork which seems to it [the participatory
audience] as life itself and on the stage which seems the wide expanse
of the whole World." Wagner [3] Building from this
legacy video games are now the newest territory for the experimental
craft of Interactive Narrative Design, or <i>the future art</i>, to spread it wings. Now is the time of the <a href="http://en.wikipedia.org/wiki/Gesamtkunstwerk">Gesamtkunstwerk</a>
[Total Artwork] which Wagner so elegantly described, that future
artwork is modern video games. While I'm sure that term will die when
another better signifier emerges, the story of video games lives and
breaths through Interactive Narrative Design, the blended craft of
fiction and play design which is surely producing one of the most
innovative Arts of the digital age.<br /><br /><font style="font-size: 0.8em;">1. </font><font style="font-size: 0.8em;"><a href="http://transcriptions.english.ucsb.edu/archive/courses/warner/english197/Schedule_files/Manovich/Database_as_symbolic_form.htm">Lev Manovich. Database as symbolic Form. Cambridge: 
      MIT Press, 2001.</a></font><font style="font-size: 0.8em;"> <br />2. <a href="http://en.wikipedia.org/wiki/Stephen_Dinehart">Stephen Dinehart</a>, <a href="http://www.narrativedesign.org/2008/06/defining-narrative-design.html">Defining Narrative Design</a>, <a href="http://www.narrativedesign.org/">The Narrative Design Exploratorium</a> 2008<br />3. <a href="http://en.wikipedia.org/wiki/Richard_Wagner">Richard Wager</a>, <a href="http://books.google.com/books?id=GdI2ZIUjhewC&amp;dq=Outline+of+the+Artwork+of+the+Future&amp;printsec=frontcover&amp;source=in&amp;hl=en&amp;ei=wAWGSaqbHZi2Mdqf8fMD&amp;sa=X&amp;oi=book_result&amp;resnum=11&amp;ct=result#PPA2,M1">The Artwork of the Future</a> 1849</font>]]>
    </content>
</entry>

<entry>
    <title>Masters of Narrative Design 8™: Bob Bates</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/01/masters-of-narrative-design-8.html" />
    <id>tag:www.narrativedesign.org,2009://1.58</id>

    <published>2009-01-31T17:44:06Z</published>
    <updated>2009-06-09T17:27:55Z</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="gamedesign" label="game design" 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="Bob Bates" src="http://www.narrativedesign.org/images/Bob_Bates_HeadShot_NDE.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" width="192" height="300" /></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 interactive narrative experiences, looking at
the lessons learned by these masters becomes increasingly valuable.&nbsp;
Today's master is writer and designer <a href="http://www.mobygames.com/developer/sheet/view/developerId,1096/">Bob Bates</a>.&nbsp;
After being inspired by the text-based adventure <a href="http://en.wikipedia.org/wiki/Zork">ZORK</a>, in the mid 80's, Bob began looking into blending traditional fiction with video games and started writing his own text-based adventures. He was contracted by <a href="http://en.wikipedia.org/wiki/Infocom">Infocom</a> to write his first two titles. Since then he has been credited on <i>38+ titles</i><b> </b>(!) and is author of the best-selling book <a href="http://www.amazon.com/exec/obidos/tg/detail/-/0761531653/">Game Design: The Art and Business of Creating Games</a>. Bob is also a co-founder and organizer of the Game Designers Workshop, an invitation-only conference of storytelling game designers. I'm hoping to see what we can learn from his wealth of knowledge and wisdom.<br /><br /><b>Stephen Dinehart: You currently list yourself as an independent writer? Has this always been your role in game development?</b> <br /><br /><b>Bob Bates: </b>Not at all.&nbsp; In 1986 I started a small company to design and write games that would compete with Infocom, the reigning king of text adventures.&nbsp; Very quickly we ended up cooperating instead of competing, and the first two games I designed and wrote were published by Infocom.&nbsp; When Infocom closed down in 1989, I co-founded <a href="http://en.wikipedia.org/wiki/Legend_Entertainment">Legend Entertainment</a> with <a href="http://www.mobygames.com/developer/sheet/view/developerId,4061/">Mike Verdu</a>, and while at Legend I wore many hats for the next 15 years, including administrative duties as studio head, operations, finance, sales, etc.<b><br /></b>]]>
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Infocom's Arthur: The Quest for Excalibur Box Art" src="http://www.narrativedesign.org/images/Infocom_Arthur_box_art.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" width="256" height="333" /></span>Along
the way, I managed to continue designing and writing and producing
games, and even learned enough programming to implement the game logic
for a few of them. <br /><br />I've been a freelancer for 5 years now, and
these days, I am mostly back to design and writing, which is why I got
into the business in the first place. <br /><br /><b>SD: As a game designer and writer, how do quality gamestories help you make a better gameplay experience?&nbsp; </b><br /><br /><b>BB: </b>The
human brain is a story-making machine.&nbsp; Stories are how we make sense
of the world, and if no story is present to explain unrelated events,
our brains will make one up anyway.&nbsp; If we do not supply a good story
to our players, they are likely to invent one on their own and then
yell at us because it wasn't very good and it ruined the game.&nbsp;
Delivering quality gamestories helps us avoid that problem!&nbsp; <br /><br />Good
stories engage players' emotions and give them a reason to care about
what they are doing.&nbsp; A well-designed story will drive gameplay
choices, and likewise, various elements of gameplay may also suggest
different bits for writers to put into the story.&nbsp; <br /><br />In any
game, the range of actions that the designer makes available to the
player will vary at different stages of the game, and often the driving
force behind which choices are available is simply a matter of where
the player is in the story.&nbsp; Designers always try to deliver different
kinds of fun as the game goes along, and a quality story will create
those opportunities for the designer. <b><br /></b><b>SD: Do you believe there is a correlation between sales numbers and gamestory quality?</b> <br /><br /><b>BB: </b>Only
a weak correlation, unfortunately.&nbsp; As a writer, I would like to
believe that the quality of the story is the single most important
factor in a game's sales, but in reality I believe it is well down the
list, easily falling lower than gameplay, graphics (in AAA titles),
level-of-bugginess, and license, not to mention marketing and
distribution. <br /><br />However, when games have checked off several of
these other boxes and are competing on an otherwise-even field, I do
believe a superior story can make one game sell better than the other.<b><br /></b>
<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Sacred 2 Box Art" src="http://www.narrativedesign.org/images/sacred2_boxart.jpg" class="mt-image-left" style="margin: 0pt 10px 20px 0pt; float: left;" width="300" height="419" /></span>
<b>SD: What about writing for games is most challenging for you?</b> <br /><br /><b>BB: </b>The
most difficult thing is the tension between allowing players to do
whatever they want, while keeping them within the bounds of a dramatic
story. <br /><br />Beyond that, there are the challenges that all writers
face - creating interesting characters, putting fresh dialogue in their
mouths, and stirring different emotions in the hearts of the players. <br /><br />Game
writers also face a unique challenge in that players always need to be
grounded in what they need to do next -- and so we have to tell them.&nbsp;
There is little room for ambiguity and subtlety.&nbsp; If a reader misses
the point in a novel, he can always read on and catch up.&nbsp; But if a&nbsp;
player misses the point in a game, he is stuck and unable to move
forward.&nbsp; That leads to the kind of "on the nose" writing that we so
often find in games, where we feel compelled to tell the player "go
here" and "do this."&nbsp; Avoiding that kind of writing is a huge challenge
for game writers. <br /><br />Game writers also must recognize that
players will almost certainly encounter certain lines of dialogue more
than once.&nbsp; It is a real challenge to write lines that will stay fresh
despite repetition. <br /><br /><b>SD:</b> <b>How much classical story structure do you use in the creation of your gamestories?</b> <br /><br /><b>BB: </b>I
don't pay attention to structure at all while I am first creating the
story.&nbsp; I just create what I think I need to get it told.&nbsp; Afterwards,
I will go back and use structure as one of many tools to fine-tune the
narrative.&nbsp; If something feels wrong or out of place, a structural
check-up can sometimes reveal the problem.&nbsp; Looking at a story through
the prism of structure can also sometimes suggest opportunities I might
have missed.&nbsp;&nbsp; But I'm not obsessive about it.&nbsp;&nbsp; <br /><br /><b>SD: You are credited a range of titles that span over 20 years, what has it taught you?&nbsp; </b><br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Infocom's Arthur: The Quest for Excalibur on Floppy Disk" src="http://www.narrativedesign.org/images/Infocom_Arthur_FloppyDisk.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" width="300" height="296" /></span><b>BB: </b>The
basic challenges we face as writers of interactive stories are the same
today as they were 20 years ago.&nbsp; We have figured out a few solutions
to some problems, but we are still are severely limited in many areas.&nbsp;
For example, we still have no good way to let the player conduct a
dialogue with an in-game character.&nbsp; We still have difficulty limiting
the scope of the player's actions without suggesting that the limits
are actually game obstacles to be overcome.&nbsp; We still cannot evoke a
very wide range of emotions in our players. <br /><br />The range of
genres I have worked in has taught me that each is different, and that
the devotees of one genre have certain things they care about that
players in other genres don't.&nbsp; For example, action gamers want the
story to come to them, while RPG players don't mind going to look for
the story.&nbsp; Pace is also different from genre to genre. <br /><br />But
one thing that most players seem to have in common is that few of them
are fans of the "big information dump" cutscenes that unduly interrupt
gameplay.&nbsp; Over time, good writers have learned to distribute the story
elements throughout the environment, so that they come to players in
small pieces that they assemble in their heads to understand the
overall story. <br /><br /><b>SD:</b> <b>Are you able to experience more creative freedom as a contract writer?&nbsp;</b> <br /><br /><b>BB: </b>The
increased freedom I have comes from being able to figure out whether or
not I'm a good match for a project before we start.&nbsp; I think most
in-house writers have to work on whatever their company is doing,
whether they are suited to it or not.&nbsp; In my case, I can talk with a
developer ahead of time about what the project is and what they want
done, and if I don't think I can do a good job, I can refer them to
someone else. <br /><br />Once I have taken on a project, I don't feel any
different degree of freedom than when I was working in-house at
Legend.&nbsp; The writer always operates in service of the needs of project,
and those needs are generally determined by the designer and the
producer.&nbsp; I always try to work with them to be as creative as possible
in interpreting their ideas in fresh, innovative, and unexpected ways.&nbsp;
But theirs is the final word, and if they disagree with my ideas, then
I write it the way they want it.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Bob Bates's Time Quest Box Art" src="http://www.narrativedesign.org/images/TimeQuest_BoxArt.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" width="325" height="375" /></span><b>S</b><b>D:</b> <b>What format do you prefer for writing your games?</b>&nbsp; <br /><br /><b>BB: </b>The
format truly doesn't matter to me.&nbsp; I've worked in all sorts of formats
including Excel, Final Draft, and several proprietary systems, but it
really doesn't matter.&nbsp; For virtually everything I write, Word is my
primary tool. <br /><br />My methodology is simple.&nbsp; I start a "spew" file
for each project, and I call it that specifically to free myself up to
blat out whatever I want to, without regard to form, beauty, or in some
cases, even comprehension!&nbsp; It's just thoughts streaming onto a page
with as little interruption as possible. <br /><br />Once I have that, I
start to refine.&nbsp; I use cut-and-paste extensively, never throwing away
a single draft of a line or paragraph.&nbsp; Instead, I copy it endlessly
down the page as I make even minor changes.&nbsp; In this way, I never have
any paranoia about "losing" some particularly felicitous phrase, or
forgetting some important idea that might otherwise get lost in
revision. <br /><br />Once I have the piece revised within an inch of its
life, I simply cut-and-paste the final version into whatever document
format the client wants.<br /><br /><b>SD: As a creator of original IP with a habit of working in licenses do you have a preference? </b><br /><br /><b>BB: </b>Each has its advantages.&nbsp;&nbsp; <br /><br />With
an original IP, you have the freedom that every writer wants - the
chance to create a world from scratch, just the way you want it.&nbsp; On
the other hand, creating every single aspect of a world and its
characters is hard, not to mention risky. <br /><br />With a licensed IP,
you are already handed a world and characters that have been proven to
be popular.&nbsp; Your challenge becomes creating something new and
interesting that fits into that world.&nbsp; That's often a worthwhile
challenge to undertake, although of course you are always bound by the
licensors - or their representatives - which can get difficult. <br /><br />But
to answer your actual question &lt;g&gt;, if I were given a choice on a
new project, presuming money and risk were not a factor, I'd probably
choose to work on an original IP. <br /><br /><b>SD: How do you sell yourself as an expert in storytelling?</b> <br /><br /><b>BB: </b>I don't know that I <i>am</i>
an expert in storytelling.&nbsp; I think I understand many different aspects
of telling stories within games, but there are huge chunks that none of
us has figured out yet.&nbsp; As for selling myself, it's more like a
conversation with the developers to see if we agree on what the game
needs, and whether I'm the right guy to provide that. <br /><br /><b>SD: What do you see as an ideal future for storytelling in games?</b> <br /><br /><b>BB:</b>
I suspect my hopes for the future are the same as most gamers.&nbsp; I hope
we will figure out a good way for players to talk to in-game
characters.&nbsp; I hope that stories will be deep and rich and compelling,
and that players will encounter them naturally, without any
interruption in gameplay.&nbsp; And I hope that our stories will enable our
medium to take a place alongside the other art forms that matter so
much to people everywhere.<br /><br /><b>SD: Last but not least, can you explain what the Game Designers Workshop is?</b><br /><br /><b>BB</b>: The Game Designers Workshop is an annual two-day, invitation-only, mini-conference that is run by Noah Falstein, Steve Meretzky, and myself.&nbsp; We try to identify experienced people with multiple game-design and game-writing credits, and gather them for a weekend session that's a cross between a writer's workshop and a GDC roundtable.&nbsp; We cap attendance at 30, and each of the attendees gets a slice of time to present a specific problem to the group, or to discuss some general issue related to game making, or to demo a product they think is important for the group to see, or simply to lead a discussion on any topic they think is important.&nbsp; We find that tapping into the collective knowledge of experienced writer/designers is an effective way for individuals to get practical advice for problems they are facing. <br /><br /><b>SD: Bob, thanks for taking time out of your busy schedule to interview with the NDE.<br /><br /></b>Bob
is true veteran of video game storytelling. His humble honesty, and experience
make him a incredibly compelling person to speak with. He remains committed to gamestories and is surely an inspiration to us all.<b> </b>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>™ I'm Stephen Dinehart.]]>
    </content>
</entry>

<entry>
    <title>What is a &quot;Master of Narrative Design&quot;?</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/01/what-is-a-master-of-narrative.html" />
    <id>tag:www.narrativedesign.org,2009://1.59</id>

    <published>2009-01-30T13:10:17Z</published>
    <updated>2009-06-09T17:35:49Z</updated>

    <summary>Most recently I was asked by a rather famous game writer, whom I&apos;ve been trying to interview, how I decide who is a candidate for the Master of Narrative Design series, rather than a Game Writer in the Trenches on...</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="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="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[Most recently I was asked by a rather famous game writer, whom I've been trying to interview, how I decide who is a candidate for the <a href="http://www.narrativedesign.org/masters-of-narrative-design/">Master of Narrative Design</a> series, rather than a<a href="http://www.narrativedesign.org/game-writers-in-the-trenches/"> Game Writer in the Trenches</a> on the <a href="http://www.narrativedesign.org/">Narrative Design Exploratorium</a>. It was the first time I was asked, realizing ego, not just my own, was at stake I did my best to cushion the response. Apparently to some being a game writer in the trenches is inherently less sexy than being a master. I suppose understandably so. That being said, it was a great question, and it got me thinking.<br /> ]]>
        <![CDATA[Despite my Masters Degree from <a href="http://cinema.usc.edu/">USC's School of Cinematic Arts</a> in <a href="http://interactive.usc.edu/">Interactive Media</a>,
I wouldn't call myself a master. Though I intend to be one day, but the
decision of my qualification will certainly not be my own. I've been
wrestling with the Interactive Narrative Designer position for 3 years
now, and do a good amount of game writing, but a game writer alone I am
not. Therein, I don't know if I'd qualify for either series!<br /><br />Masters
are people that have been writing, designing and/or producing
interactive narrative experiences for 20+ years. Secondly, they are
individuals whom have made&nbsp; a serious contribution to the video game
industry in their tenure. It's a bit false in the sense that few people
have been Interactive Narrative Designers for more that 5 years, let
alone 20, since the position was only established recently in the
industry. That being said, there have been many people drawn to games
and immersive experiences over the past 50 years because of the
potential associated with participatory, or interactive, storytelling.
I select these individuals because of their passion to create
top-quality video game experiences that are imbued with the kind of
meaning previously only associated with other arts. Yes, to me
interactive narrative is an art. Lastly, they are individuals whom
inspire me, and that I have most likely met in my time in interactive
media.<br /><br />Game writers on the other hand are just that, folk that have been
working in games for less than 20 years and are still in trenches of
development trying to make a name, and some damn good games while
they're at it. For the most part these are freelancers that work as
contractors in games, and they only write, staying away from other
roles like design and production. They are passionate, talented people
whom are pushing the media forward.<br /><br />With all this in mind, the
differentiation is by no means meant to be a judgment call on the
caliber of these individuals or their work. It is simply a way for me
to create more content and scope the nature of the content. Sometimes
my questions might be similar for the two series, but, it's the answers
that should seem different; as naturally masters have a slightly
different perspective, one which is provided to them by the wisdom of
their tenure. I hope all my readers continue to enjoy the series, and
that anyone I may have offended will forgive my apparent judgment
calls. All I seek is to remain in a quality, cutting-edge, dialogue
with my peers and mentors in the interactive entertainment industry.&nbsp;
Thanks for your time. <br />]]>
    </content>
</entry>

<entry>
    <title>Game Writers in the Trenches™ 4: Jeff Spock</title>
    <link rel="alternate" type="text/html" href="http://www.narrativedesign.org/2009/01/game-writers-in-the-trenches-4.html" />
    <id>tag:www.narrativedesign.org,2009://1.57</id>

    <published>2009-01-09T00:49:10Z</published>
    <updated>2009-06-09T17:29:11Z</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...]]></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="gamewriting" label="game writing" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gamestory" label="gamestory" 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="Jeff_Spock.jpg" src="http://www.narrativedesign.org/images/Jeff_Spock.jpg" class="mt-image-left" style="margin: 0pt 20pt 20px 0px; float: left;" width="190" height="304" /></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,244038/">Jeff Spock</a>, I'm hoping to see
what we can learn from his experiences in the trenches of game
development.<br /><br /><b>Stephen E. Dinehart: How did you become a game writer?</b><br /><b><br />Jeff Spock:</b> I have always been two things; a video game player and a fiction writer. I started playing games back on the Apple platforms in the 70's, and have been writing something roughly resembling fiction ever since I was old enough to hold a crayon correctly.<br /><br />These two passions came together in a perfect storm of coincidence; I met Marc Laidlaw while I was doing the Clarion West Writers Workshop in 2004 in Seattle. Marc is the brains behind the Valve writing (the Half-Life series in particular) and has been writing excellent speculative fiction since the 80's. Chatting with Marc was an epiphany: "You mean, you can get paid to write stories for games???" Through Marc I met Raphael Colantonio of Arkane Studios, and he introduced me to the Ubisoft Third Party group. Since then I have probably done 80% of my game work with Ubisoft.<b><br /></b>]]>
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="Ghost Recon Advanced Warfighter box art" src="http://www.narrativedesign.org/images/GRAW2box1.jpg" class="mt-image-right" style="margin: 0pt 0px 20px 20pt; float: right;" width="248" height="350" /></span><b>SED: Now that you have been working for a number of years in the industry, do you remain as passionate?</b><br /><br /><b>JS:</b>
Absolutely. Both sides of my fascination are evolving; games are
getting increasingly sophisticated and storytelling is getting
increasingly rich. As new platforms and tools evolve, we gain new
methods for developing and presenting stories. <br /><br />There is also
the state of game writing in general (mediocre) and certain comments in
particular that are like red flags to a bull. As long as there are
people out there who denigrate game writing and gamestories I'll be in
the trenches, fighting the good fight.<br /><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>JS:</b>
I have always and only been a contract writer. I may some day end up on
staff somewhere, but I am currently living far from most European
studios so I can't do the kind of daily commute that would be necessary
for a staff job.<br /><br />Contract writing also fits my temperament and
lifestyle; as a writer I'm more of a project-oriented person who does
better with short stories than novels. I'm not sure that I would want
to spend three years on a mega-project running a writing team of twenty
people. I've done my time running IT departments; I changed careers to
get away from that!<br /><br />That being said, Ubisoft is one of the
companies that "gets" game stories. I tend to be brought on early in
the project, and have the good fortune to track and even sometimes
influence the way the gameplay and story evolve together during the
project.<b><br /></b><b>SED: How do you see game writing as unique?</b><br /><br /><b>JS:</b>
There are elements of game writing that make it very different from
traditional fiction (prose or screenplay) writing, though in a
surprising number of ways the creative process is similar. Common
elements would be developing the characters, creating the throughline
(to prose writers) or spine (to game writers) of the narrative, and
doing the dialogue writing. Even though a game may need a lot of
dialogue options, it's still the same process. Most prose writers
rewrite dialogue scenes so many times that it's almost identical to
doing five different versions of an encounter to account for player
choice!<br /><br />The real differences from my point of view come from the
fact that the game writer has little control over some major elements
that may have been fixed by the design team, such as the theme or
"meaning" of the game as well as the setting. The big one for me is
what the game is about, in the way that the Lord of the Rings is about
sacrifice and loss&nbsp; or in the way that Huckleberry Finn is about racism
and maturity. Too many games are sequences of incidents and set pieces
with the obligatory betrayal / hidden identity / deus ex machina event.
But what are they "about?" Too often it is nothing; they lack the
quality of "aboutness." <br /><br />The example I love to use is the Sword
of Shannara - it's almost a scene for scene imitation of the Lord of
the Rings, written by Terry Brooks when he was starting out. Same
story, same characters. And yet one is a literary classic while the
other has faded into obscurity. One had resonance and theme and meant
something, as it was written by a man who saw all his best friends die
in the trenches of World War I. The other was a beginning author trying
his hand at second world fantasy. Q.E.D., dude. As long as game story
imitates rather than innovates it will suffer the same fate. <br /><br /><b>SED: Was this years' Austin Game Developers Conference a pay-off for you?</b><br /><br /><b>JS: </b>It
was an enormous pay-off. On a personal level I got to meet some old
friends plus make the acquaintance of people that until then had only
been names on the Game Writers' SIG mailing list. Professionally I
found out what the best and brightest in the industry are doing, and
attended some amazing sessions. I'll be going every year as long as
finances and professional commitments permit.<br /><br />And then, of course, there was the Ginger Man...<b><br /></b><b>SED: Can you describe your writing process?</b><br />
<br />
<b>JS:</b> It's more than anything a shotgun approach. I throw a lot of
ideas at a project and see what sticks; I'm definitely reliant on a
good producer or editor to act as an intellectual sparring partner.
While I tend to develop my own fiction while sitting alone staring into
space, the team-oriented nature of game development and the
brainstorming that goes along with it are critical to the process for
me.<br />
<br />
Once the bare bones of the gamestory are down I get really, really old
fashioned; I break out a huge roll of butcher's paper and start laying
out the scenario, the subplots, and the character arcs and tying them
into the design of the levels/missions/campaigns.<br />
<br />
Seriously. If you've never tried it, grab the butcher's paper. It gives
a one-shot view of everything you're doing, plus it impresses your
friends and makes a great mural when the project is over.<br />
<br />
<b>SED: When do you tend to become involved with a Ubisoft's Tom Clancy Franchise?</b><br />
<br />
<b>JS:</b> That's really Richard Dansky's turf; he's the Lead Clancy
Writer (yes, that title exists in an org chart somewhere). I only get
involved in projects like that when there is additional development
work being done in Europe and they need a resident anglophone. For
Ghost Recon Advanced Warfighter 1 I actually did quite a bit of work;
the PC version was done by GRIN in Stockholm and during development
they made a lot of changes to the levels. Ubisoft brought me on board
to do the entire prologue/tutorial mission as well as update the levels
where there were significant gameplay changes. That was a lot of fun -
it got me out of the medieval fantasy world of the Might &amp; Magic
brand and into some modern military slang. I played a similar role,
though on a smaller scale, for GRAW 2.<br />
<br />
<b>SED: What writing format do you prefer for your gamestories? </b><br />
<br />
<b>JS:</b> As I've now worked with six different studios, I have gotten
used to pretty much anything. I normally do pitch, character, and
scenario work as normal text documents, but I do 100% of my dialogue in
spreadsheets. I learned fast; I did the entire Heroes 5 script - about
200 pages -- in screenplay format and then had to laboriously
cut-and-paste it, line by line, into spreadsheet cells. Never again!<br />
<br />
Spreadsheets seem to be the form that developers prefer, and all of the
VO actors I've worked with in Paris and L.A. are comfortable with it.<br />
<br />
<b>SED: What is the most emotionally effective game you've played? Why?</b><br />
&nbsp;<br />
<b>JS:</b> Hummm... I ask this question often of myself and of people I
meet. The first game that really got me for atmosphere, for
heart-thudding tension and sudden gasps, was Thief: The Dark Project by
Looking Glass. For me that remains a benchmark in creating reaction to
ingame events. Half-Life 2 is still my barometer for language -- as a
writer it's worth reloading the game just to hear the opening
propaganda monologue as you enter the train station. <br />
<br />
On the other hand, for human emotions of sadness, affection, joy, etc.
I have yet to be&nbsp; moved by a game. The character death in Final Fantasy
VII I found to be mostly annoying, the love stories in Baldur's Gate II
lacked resonance and credibility, I thought that Mass Effect had so
many errors in story structure and storytelling that I was just as
happy that the EA DRM killed my game when it was bugged and I was
trying to fix it.<br />
<br />
I'm still waiting for that emotionally effective game. I have a short
story out in an&nbsp; on-line anthology called Tumbarumba now, and it's the
most powerful and emotionally affecting thing I've ever written. But
what I really want is to put that sort of power into games and so far,
I just don't know how to do it.<br />
<br />
<b>SED: As a contracted writer are you able to have influence on the design of a game?</b><br />
<br />
<b>JS:</b> I have enormous influence over whatever design changes I suggest... does that answer the question?<br />
<br />
Joking aside, most developers are smart enough to listen to good ideas
wherever they come from (though it's true that ideas from a
non-designer are often viewed with condescension). The simple truth is
that on a game project no specialty has an exclusive on creativity. In
fact, writers have even been known to listen to story suggestions from
designers...<br />
<br />
<b>SED: Why is that important?</b><br />
<br />
<b>JS:</b> Personally, I don't try that hard to influence the design. I
do not view myself as a narrative designer in the technical sense; I
don't work with story engines on a technical level (in spite of a
Computer Engineering degree gathering dust in a drawer somewhere). I
view myself as a story guy; I work closely with the designers to figure
out how the story can be delivered in gameplay or with traditional
methods - cutscene, voice over, in-game event, text box, camera
control, etc. - but I don't worry myself overly with game design. The
exception to that is when game design changes too much and starts to
contradict the story or make it irrelevant; at that point it is
critical to use whatever leverage I may have developed to try to get
things back on track.<br />
<br />
<b>SED: Have you ever been contracted to fix a broken gamestory? If
so, is that a challenge you see often; how does it effect or limit your
creative abilities?</b><br />
<br />
<b>JS:</b> That is a very, very common occurrence. I love getting
projects like this for a number of reasons. Firstly, it's short-term
work that changes my obsessions and thought patterns for a while; a
breath of fresh air. It also gives me detailed insight into other
writers' and developers' styles and tools, which helps me learn and
makes me better at what I do. What I like the most, however, is the
pure artistic challenge. It's the confrontation, the obstacle, the WWF
cage-brawl tag-team smackdown with your muse and your keyboard in one
corner and the story and development constraints in the other. It's the
defiance and the dare of taking those constraints and limits - time,
characters, budget, gameplay - and still wresting something better,
something you can be proud of, out of them. <br />
<br />
<b>SED: What do you envision for the future of gamestories?</b><br />
<br />
<b>JS:</b> There are a number of parallel futures for gamestories, all
of them equally valid and largely inevitable. I think that the MMO
space will continue to rely on quest chains, with most of the 'big
picture' stuff being left to the players. In this case the development
studio provides an environment and a lot of content, but the story
becomes the story of the players and the guilds, what they did, and how
they did it. Multiplayer, DLC, and expansions are all part of this -
story in discrete and related nuggets, rather than single epic arcs. <br />
<br />
There will also continue to be more traditional narrative games like
BioShock or Half-Life, where the story is integral to the player
experience and the gameplay. This is the "Hollywood" game; the linear
and immersive entertainment package that takes you on a ride and spits
you out, exhausted and exhilarated, ten or fifteen hours later. It's an
entirely different type of play and therefore of story from the casual
or MMO style.<br />
<br />
I don't think that these two game styles are compatible, story-wise, as
a tight spine and plot-heavy narrative does not lend itself well to
open world exploration. Sure, you can do it, but I think that you lose
something either in story impact or in story credibility if you try to
mix them. <br />
<br />
There will also be the technologists' game story; people like Chris
Carter and Andrew Stern will continue their efforts to make story
self-generating and automated, driven by AI in response to player
actions. That lends itself well to the MMO type of arena; why not have
self-generating quests and world extensions that grow as the player
explores them? I'm not convinced that you'll get a great cinematic
experience that way, but you could get incredible world depth and
immersiveness if it's done right. On the other hand that means that the
computer will have to auto-generate snappy (or even comprehensible)
dialogue that is coherent with the character profile. I'm guessing that
this will probably take a few years at best...<br />
<br />
<b>SED: As a gamewriter how does well-crafted gameplay affect your work and vision?</b><br />
<br />
<b>JS:</b> It simplifies my life. If there is a clear vision of the
game mechanics and the style of gameplay, it automatically suggests
characters, plot events, settings, dialogue styles, etc. A game that
evolves too much over the course of development often ends up with
plotlines and story events that no longer meld seamlessly with the
gameplay. That's when the story turns into a distinct and dissociated
layer pasted on top of the game; it's the worst possible outcome. I
should know; I've done that.<br />
<br />
<b>SED: How do you see game development changing to meet the growing expectations of today's audiences?</b><br />
<br />
<b>JS:</b> The most interesting developments from that point of view
are outside the entertainment sphere, I think. Games in the Ubisoft /
BioWare / Take Two sense of the word will keep getting better, but the
end is near - let me give you an anecdote.<br />
<br />
Margaret Robertson (the founder of EDGE magazine) gave a great keynote
at the NLGD in Utrecht this year. In it, she commented that programmers
to whom she has spoken say that they are maybe a year or two away from
"doing light." Real light, like your eyeballs see when you make up in
the morning, or step out of the tent at night, or stroll down the
pavement. That's pretty stunning. As an industry we're close to the
point where we have to look in the mirror and say, "Okay, dudes, what's
next? We got light, we got physics..."<br />
<br />
So there are two places that I see we can go: Story and real life. The
story part is self-explanatory; live the life of Kipling's Kim or
Zelazny's Corwin of Amber or Dickens's Oliver Twist. Deeper emotions,
more credible NPC's, more immersive environments - these things will
eventually lead us to something that is close to an interactive movie
in intensity and presence and intent.<br />
<br />
The real life part is maybe more interesting, but not at all about
story. It's about harnessing games to explain global warming, to deal
with drought, to make education more interesting, to improve training,
to replace your night out with the boys. I'm serious about the last
one; twenty years from now when gas is eight bucks a gallon we'll all
be pretty happy that we can sit at home and still wander through a
virtual world, have a virtual beer with our buddies, open a can of
whup-ass on a couple of dragons, read the headlines, poke fun at our
siblings, help the kids with the homework, and do it all wearing our
epic loot because we're level 250 feral druids in World of Warcraft.<br />
<br />
<b>SED: What does gamestory mean to you? How does it differ from other forms of storytelling?</b><br />
<br />
<b>JS: </b>To me the excitement in gamestory comes from the idea of
choice. That's why the future of the industry excites me so much; real
choice that drives real consequences. When you sit in a movie you might
see a character do something and you think, "Oh my god, he's gonna pay
for that." The power that games will start to have is that the player
will be sitting there, faced with either going down to the basement or
up to the attic to investigate the sounds, or maybe running out to the
shed to grab more ammo which means leaving the kid alone in the house,
or maybe calling the local police chief for help but he's the guy who
married your ex-wife... Pretty soon we'll be able to tell stories that
cross Stephen King and Elmore Leonard that can really play out in any
one of a number of directions. That is when game story will really come
into its own, and Roger Ebert is going to have to grit his teeth, suck
it up, and take it like a man ;-)<br />
<br />
<b>SED: What do you seek to accomplish in your gamestories?</b><br />
<br />
<b>JS:</b> I can't help it; though I'm not a churchgoer I was raised in
a Quaker family and have a pretty firm point of view on good and evil,
right and wrong, responsibility and consequence. Though it didn't start
out as something conscious, in all my stories I find that I'm trying to
explain something about integrity, responsibility, and standing up for
what you believe in.<br />
<br />
So there is the inevitable desire of the writer as extrovert and class
clown to be an entertainer and write great dialogue. But there is also
a deeper and more subtle, maybe even more powerful drive, to say things
that I feel are important and to maybe give an insight to the player
about love and life and loss and hope.<br />
<br />
Yeah, it's that "aboutness" thing again...<br />
<br />
Other than that, it mostly comes down to character. Credible character
motivations that drive their actions, interesting character profiles
that make them believable, accurate character personalities that
differentiate their dialogue. Henry James was pretty much right on the
nose when he said "Character is plot," regardless of how unreadable his
books are.<br />
<br />
<b>SED: How does narrative structure help you create a better game?</b><br />
<br />
<b>JS:</b> Gameplay structure and gamestory structure have to be looked
at like Siamese twins joined at some critical organ; separate them and
one will die.<br />
<br />
The worst thing you can do is to put together a narrative structure and
gamestory that aren't in lockstep with the gameplay; on the contrary,
having gameplay events and game elements upon which you can hang key
story moments is what really makes this so fascinating as a
storytelling medium. <br />
<br />
This is of course the reason why the most gratifying moments are the
ones where at the end of development the team delivers something that
makes people go "Whoa, cool!" When the gameplay and the story come
together in something seamless it's like sex, like a rock concert, like
winning the lottery.<br />
<br />
<b>SED: How do you see story fitting into the interactive entertainment of tomorrow?</b><br />
<br />
<b>JS:</b> It ties in to my answer on the future of gamestories. I
think that there will be an enormous wave that combines MMO and virtual
reality into The Place Where You Go To Hang Out With Buddies And
Vanquish Evil. That will be a gigantic entertainment arena, a space
where any and all of your social activities (other than procreation)
might happen. Story will be less important here; what will be important
is the atmosphere, the quality of the environment, and the quality of
the people you meet. Writing will still be critical, but only from the
point of view of world bible development, world design, and NPC
creation. Story itself will be anecdotal and episodic, delivered via a
"pull" format by a consumer who takes it when they want it.<br />
<br />
Then there will be the other interactive entertainment; the game
industry continuing to do those things that it does so well on the
occasions when it manages to tie great world design and great story
into a package delivered by great gameplay. That'll be the future
blockbuster, the future Holly/Bollywood extravaganza of money and scope
and immersion. Story will have the role it does in a movie or play -
good luck without it, pal. It will be a "push" form of story, like TV
or a movie, with the bonus of interactivity and player freedom.<br />
<br />
<b>SED: Jeff, your time is appreciated. Thanks for interviewing with the
NDE.</b> <br />
<br />
Jeff is a fine example of a freelance gamewriter, he is smart,
creative, and driven. His work and participation in the game
development community is an inspiration. I hope you've learned
something from this no-nonesense interview straight from the trenches.
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 />]]>
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