This is an ongoing NDE series featuring interviews with Game Writers in the Trenches™. The game industry is riddled with the unsung heroes of interactive storytelling. 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 Tom Abernathy, his journey as writer began in film, and now continues into video games. I'm hoping to see what we can learn from his experiences in the trenches of game development.SED: You are currently a Writer at Microsoft Game Studios. Your career has had you focused full-time on storytelling in some of the worlds top-tier studios, what is the most challenging part of writing stories for games?
Tom Abernathy: Without question, the interactive element. Those of us who have worked as writers in other narrative media are trained and experienced (if we ARE trained and experienced) in linear narrative. The spin that interactivity - which is to say, non-linearity - puts on things can really mess with your head. There are so many tools we're used to having at our disposal - timing, sequence, parceling out information in a certain way, dramatic irony, on and on and on - that increasingly fly out the window the more control over the direction of things you give to the player. We writers are used to driving the experience, and then in games, suddenly we're not. That's a tough transition to make, and, after ten years in this industry, I'm still making it.
That being said, the challenge it presents is incredibly rewarding; you're forced to take out and reexamine all your habitual ways of doing things and to ask yourself WHY you've done them that way and, now that you can't, how else you can do them and still get the kind of effect on the player that you want. Certainly, the more linear the narrative, the easier it is. But I've really come to appreciate and embrace the challenge of giving some control over to the player. It's a Zen experience; it's all about letting go.
TA: I think so, yeah. Not in the sense of an apple-on-the-head moment, but I remember quite clearly when I was in film school at USC getting my MFA in '95 or '96, being in my apartment and looking to video games to give me a break from the grind of that program, firing up the PS1 and playing the stuff that was out that had any pretension to narrative, and just wanting to hurl the controller at the TV set. The kindest thing I can say about most of those games was that the writing seemed to have been done by a well-meaning amateur with some innate ability but no craft, no sense of what separates good writing from bad or good storytelling from mediocre storytelling or flat, boring characters from characters that pop off the screen and get you interested. (Never having been a big PC gamer, I wasn't aware at the time that, even then, there were some PC games that aspired to more, writing-wise, and even a few that achieved more. But even if it had, I think the contrast would have just made me angrier.)
And the thing was, given my varied background as an actor, a theatre director, a filmmaker and a screenwriter, I just KNEW I could do better. I didn't know how well I could do, but I knew I could do better than what I was seeing, just by bringing some of my skills gained in other media to games. (One thing I think helped was that, with such a varied background, I was already used to approaching a new medium and figuring out how I could take what I had learned in another and bring it to bear; I'd had to do that several times already.) So I went on a crusade to find someone in the games industry who would give me a chance to do that.
Continue reading Game Writers in the Trenches™ 2: Tom Abernathy.





