Thursday, November 20, 2008
"Are you sure about this one, Andrew? Do you really need to do a lot of writing as a game designer? Can't you just draw some doodles and write stuff in the margins and then call it a day?"
Yeah, you could potentially do that, but don't expect anyone to look at those doodles.
I firmly believe that game designers need to be able to write, and write well, in order to create groundbreaking games. I think creative storytelling is the key to creating memorable games that everyone can enjoy.
"Creative storytelling? You're starting to sound pretty pretentious there, buddy. Isn't the point of the game supposed to be to have fun? You don't always need a story to have fun."
Alright, you got me there. Not all games really need stories. However, I feel that most of them could be better if more emphasis is put on the story involved.
I admit this is mostly is aimed at video games, but it can also apply to role-playing games and tabletop games. I think there should be a lot more emphasis on story in all three of the genres.
Making things better in the world of video games is obvious. Hire better writers and make the stories more natural. Instead of squeezing story around the game engine, figure out the story that you want to tell and then build the game around it. The entire game will be better because of it. I know there are lots of technological hurdles to overcome but if you are creative about how you use story in the game you should be able to tell the exact story that you want to tell without sacrificing any playability or fun.
At the same time don't pretend that your story is going to give Shakespeare a run for his money. The chances of this happening are very slim. Don't have me watch a cut scene for an hour. If I have a wireless controller it shouldn't go into standby mode. EVER. Keep your story at the front of the show but keep me giving me a chance to play, otherwise you might have me playing another game.
Traditional console role-playing games are terrible about this kind of thing. However, they are not the only culprits. I have played plenty of action games too when the cut scenes went on way too long. Don't give me one long drawn out scene. Space out the scenes and make each one exciting. Make my actions in the game directly affect the scenes in different ways. Make the connection between the game and the scene very much alive.
"What about role-playing games? Aren't they all about story? It seems kind of silly for you to tell RPG companies to put more story into a game that is based off telling stories don't you think?"
I admit role-playing games are handling story the best out of the three. However, they could still use a lot of work. A lot of them suffer from a lot of the same problems as video games.
"Oh? What's that Mr. Knows how to fix everything?"
In the vast majority of role-playing games the mechanics take center stage. There are hundreds of pages devoted to how to wrestle an alligator and the exact bonuses and penalties involved. However, all of the reasons why you might wrestle that wily gator are barely glossed over.
"Oh come on. I've seen plenty of books that go on forever about the role everyone is playing in the game and they often even contain sample adventures and other handy things!"
See, that's the problem. Sample adventures. NPC (Non-Player Character - every person that exists in the game that isn't being played by a player) listings. A few sample maps. It's not enough. Someone new to the hobby is going to be overwhelmed by all the numbers.
All the emphasis is in the wrong area. So many companies create their own unique system for each game and the overall story is left completely up to the person running the game. Now, this is fine if you are a big nerd like me who has been playing for years. If you love to read gaming books and love to see how their systems work this is fantastic.
What if you just want to play make-believe with some of your friends? Lets look at Dungeons and Dragons as an example. Lets say you and your friends are all into fantasy literature but you have never played a role-playing game. Someone tells the group that they have a friend who recommend that everyone try out D&D. Alright, so you go the store and decide that you want to try things out. You just need to buy one book and everything you need is going to be in it right?
Nope, I'm afraid not. You need to buy the Dungeon Masters Guide, Players Handbook, Monster Manual, and most likely a basic campaign book.
Translator: For those of you not in the know a campaign is basically like the setting of the game. Each campaign has a different feel to it, often with a few special rules specific to that setting. For instance, Harry Potter and Star Wars would be too very different types of campaigns.
"So hold on. Are you telling me that if I want to go and run this game for my friends I'm probably going to have to pick up at least 4 books?"
Yep, that's right.
"Isn't that kind of silly?"
Yes, yes it is. Now, don't get me wrong. I love D&D. I've been playing it for years. I think it has a lot of good stuff going for it (especially 3rd edition onward) but it also suffers from the same problems as the majority of the industry.
The emphasis is heavy on the mechanics and light on the story. This makes it harder for new people to get into the hobby.
I think more people should release books that are split more evenly. I would love to see a book that is 50% mechanics and 50% story. Don't make me go and buy another book just to get more money out of me. Give me the ability to do everything from one book, and then expand on it later once you have me hooked.
Trust me, you are going to do much better in the long run. Once I have used up all the monsters in your basic book and my players are still hungry for more critters to interact with I'm going to feel a lot better buying that book with more monsters in it. Give me a full campaign built into the pages of the first book that I buy and I promise that you are going to get a lot more people into the hobby.
"What about tabletop games? Do you really need more story for Checkers or Chess? I mean, honestly. Don't you think that's absurd?"
Absolutely not. Human beings relate to stories. Storytelling is one of our oldest traditions. Novels and movies would not be such big business if this wasn't the case. Tap into that shared desire. It will allow people to become more connected to your games. No matter how small an emotional connection will form.
"Do you want every game to come with it's own novel detailing how the blue circles are in constant conflict with the red circles over land rights? I mean, come on. This advice is just dumb."
No, I'm not saying every game needs an elaborate story. It just isn't that important for some games. The fun the player is having is the essential part of the game. However, what could it hurt to give the players a little extra? If it's a strategy game discuss opposing sides and what the conflict is about or discuss what the brain teasing is trying to prove.
Look at the game Clue. It's based off solving a murder. However, the game has it's own built in little story. Without the characters present in Clue, it would lose a lot of its flavor. That's what I'm talking about. Games can gain a lot of personality if the developers spend a little bit of time crafting a little bit of story around them.
It doesn't need to be anything long or drawn out. Put a little story on the back of the box next to your pictures of the game. Sure, not everyone is going to read it. However, for those that do the game will take on a very special different meaning for them.
Is it just impossible to add story to the game? Fine, use real life instead. Add in something about the creation of the game or its history. People love to learn little tidbits about things. I bet they will love learning that one special quirk you decided to put on the inside of the box or in the instruction manual.
These are just a few of the reasons why I'm creating a writing section for my blog. I think writing is an essential part of game design. I feel that it is an area that needs to be looked at a lot more closely. Plus, from a completely personal perspective I want to make my writing better and I think having a section devoted to it will help me remain focused on it.
So there you go. My initial perspective on game design and writing.
"Initial? You mean there's going to be more?"
Yep, I'm afraid so.
"Dear God. I sure hope your readers start taking bathroom breaks before they sit down to read your blog. Otherwise they might be in trouble."
Am I really that bad?
"You certainly have a tendency to ramble on a bit. Verbose is not a long enough word to describe your style."
Sorry about that. I'll try to get better.
"I'll believe it when I see it."
