If the souls of a thousand mangled
videogame stories could band together and take reprisals against the industry
that created them, it would be a massacre. No-one would be safe. It’s easy to
lay blame for the shambles that is the typical game narrative at the foot of publishers,
or developers, or Hollywood screenwriters, or whomever else you want to single out as a
scapegoat, but in fact there are many sins, and we all bear some
responsibility.
The Cardinal Sin: “What We Should Do
Is…”
The main reason why game stories suffer is
captured in the old adage too many cooks spoil the broth.
Take a look at the films you really love.
Take a look at their writing credits. Most have a single screenplay credit. A
few, such as the works of master film-maker Akira Kurasawa, feature two
screenplay credits (in these cases, it is Kurasawa-san working with a
professional screenwriter). Very few if any of the films you really rate had
screenplays written by more than two people… It’s the same situation in books –
there are a few cases of beloved genre novels being written by two people, but
the vast majority of quality book narratives are crafted by a lone individual.
There’s a reason for this. Two people can
work together to produce a great story. Three people might work together and
produce a reasonable story. A dozen people will work together and produce
nothing but gibberish.
The Rookie Sin: “How Hard Can It Be?”
Everyone thinks they can write, but not
everyone is a writer. Many of the diabolically overwrought and cliché infested
monstrosities that pass as a game script were put together by people who have
played games and watched movies and think that this qualifies them to write a
game story. But writing a book or a film screenplay is hard – and writing a
game script is even harder, because there are many more restrictions to contend
with and the special advantages of our medium only add to the complexity of the
task.
Please don’t let people who can’t write
work on game scripts. It hurts us all.
The Expert Sin: “I Know What I’m Doing”
The converse mistake is to hire an expert
writer to work on a game script believing that doing so will solve everything,
as often happens when publishers hire a Hollywood screenwriter with little or
no game experience. Now I don’t mean to suggest that there are not
screenwriters working from Hollywood who can write a good game story – I only mean to suggest that
having worked in Hollywood, or having had a screenplay optioned, does not by itself qualify
you to write for the vastly more difficult medium of games.
Most conventional writers are used to
having unlimited narrative devices for exposition, free use of visual symbols
for deepening the story and so forth. In short, they are used to the narrative
language of films (or novels). But these methods are radically more expensive
to render in videogames, and usually lead to the player watching cut scenes
instead of playing the game.
You can write a game story that is
delivered entirely in cut scenes – effectively making a game and an animated
movie and then putting them together – but it will not only cost a fortune,
it will fail to capitalise on the real potential of a videogame story.
The Developer Sin: “We’re All In
Agreement”
It’s the Cardinal Sin all over again…
I’m certain democracy in videogame
development can and does work. But I’m equally certain it doesn’t work with
game stories except in rare and miraculous circumstances. It’s okay for
everyone to contribute ideas and feedback, but the writing team must be in
charge of the story. They’re the only one’s who (in theory at least) know
what they’re doing!
When a developer changes its story to reach
the agreement of everyone in its team, they almost inevitably blanch out the
unique flavour and file down the interesting roughage of the story. The result
will all too often be a story that feels like every other story you’ve ever
heard.
The Publisher Sin: “You Need To Do
This…”
Yes, it’s the Cardinal Sin once again!
The best publishers know when to leave
things well alone. It’s okay for external producers to contribute feedback, or
even to dictate certain high level story elements, but if they begin to
micromanage the story, narrative disaster will never be far away.
I’ve said it before and I’ll say it again, the
writing team must be in charge of the story. But because the publisher
holds the purse strings, the developer is sometimes afraid to say no to
requests or demands from the external producers, even when they clearly know
nothing about storytelling.
For developers, I suggest taking a leaf
from Steel Monkeys’ book and getting a contract that allows the developer to
fire the external producer if they interfere with the development process.
We should be working together, not working
against each other.
Forgive Us Our Trespasses…
Lest I lay the blame squarely at the feet
of those of us who make the games, those who review and buy
them are also somewhat at fault. The specialist press has a woefully poor track
record of serious narrative criticism in the context of games, and gamers seem
to gobble up the latest repackaging of the plot of Aliens or Lord of
the Rings without ever stopping to say: “I liked your game, but I do wish
the story had been better.”
Perhaps I’m being too harsh. Perhaps gamers
are content with the current quality of game stories, which to be fair has
improved considerably in the last ten years. Sadly, even now it often fails to
reach the not-especially-high benchmark set by television shows.
I would like to see our medium fulfil its
narrative potential, and frankly, we’ve barely even begun to rise to this
challenge. Perhaps that is the greatest sin of them all.
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