Written Well AND Delivered Well

As a colleague pointed out to me at a recent IGDA meeting, game dialog can be written well but not delivered well.  Even if the dialog is out-of-this-world, poor voice-acting, engine limitations, or mismatched animation can hamper the performance.  Many game developers do send the writer to the voiceover session, but how many think it’s important for the writer to interact with the programmers and artists?

Nowadays, game development is a collaborative process.  Large games need teams of specialized workers. As we discussed in our SXSW Interactive session, story design shouldn’t be separated from the other disciplines.  Story can go beyond ‘just the words.’  Instead, a dedicated narrative designer working with programmers, artists, and sound designers will know how to convey story in an interactive experience.  To do this well, a narrative designer should be considered part of a multidisciplinary team.

For more on this topic, please read the article on Gamasutra - “Towards More Meaningful Games: A Multidisciplinary Approach.”

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Published in: on July 22, 2008 at 6:21 am Comments (2)

Where video games and animation meet

Anne will be speaking on a video game panel for Women in Animation tonight. We will highlight what video games can learn from those with a background in animation, and how animators can get involved. If you’re in LA, you’re in luck — you can see it in person. If not, you don’t have to miss out (see below).

Who:
Lance Powell, Electronic Arts
Tim Trzepacz, softegg.com
Bill Kroyer
Anne Toole, Writers Cabal, of course!

What:
Women in Animation

When:
Thursday, July 17, 2008, 7pm

Where:

DreamWorks campus

1000 Flower Street

Glendale, California

RSVP and for more info:
Women in Animation

Got any questions for the panel, but can’t make it? Drop your questions here. If you’re there, come say hello!

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Published in: on July 16, 2008 at 9:30 pm Comments (2)

Ranch Rush game released!

Nothing more fun than a quick game.  And by quick game, I mean a rush job.  Check out our fastest game writing job so far — Ranch Rush!  It’s a time management game featuring a character with a bit of sass and a lot of energy!

1) Download and install the Ranch Rush trial from freshgames.com.
2) Launch the game and click on “Buy Now”.
3) Play.

I believe you can play a trial version — but watch out.  It’s addictive!

Post script — I’m pretty geeked out, now that I notice they’re using some of our dialog lines to market it!

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Published in: on July 8, 2008 at 4:15 pm Comments (0)

Contributors wanted via Twitter

Sometimes when I’m writing this blog, I must come up with examples — which games do use the environment well in telling game story?  What are all the player archetypes in MMOs?  What was that one game with the thing and the stuff?  Often I inundate my poor IM list with a barrage of questions.  But I have a better idea.  Do you Twitter?

If you’re not on Twitter, it’s <yet another> social networking tool, kind of like a one sentence mini-blog.  Many bloggers actually use it as a research tool — the blogger asks questions, and followers (aka subscribers) answer them in about one sentence.  If you’d like to contribute your opinions and knowledges to this blog, then come on over and follow me on Twitter:

http://twitter.com/amely

I’ll see you there!

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Published in: on June 19, 2008 at 12:15 pm Comments (0)

More story in the design: what you missed at ION 08

A few weeks ago we spoke at the ION Game Conference on Ready to go for the juggularStory vs. Story: Redefining Narrative and Player Engagement in MMOs. As shocking as it may seem, we actually weren’t the only ones talking about story and MMOs. Think story in MMOs is only for writers? Here’s what you may have missed.

BlackStar Designer Reinhart On Design Doc Alternatives
Reinhart uses a few tricks of the writing trade to make your game concepts more palatable to those who don’t like to read massive design docs. Check out the comments on this article.

Microsoft’s Hanna On The Fight For Shadowrun Audience
What I didn’t see in this article is how the entire game story was thrown out right around E3, so they had to rebuild it from scratch and in a hurry. Turns out you really do need to get buy-in from your fanbase on game story early and often. Who knew? Oh, we did :)

Hear ye, hear ye!Joe Ludwig on Pirates of the Burning Sea
Highlighted some of the interesting bits about Pirates of the Burning Sea — including an emphasis on storytelling for single players. How cunning! We almost forgive them for sharing our time slot at the conference.

A five year forecast for MMOs
Five years in the future you will find Scott Jennings and Damion Schubert. Who knew? Presentation covered business models and trends, but one take-home can be applied to storytelling: embrace your genre and learn to love the niche. Powerpoint!

I predict there will be increasing efforts to incorporate quality story into MMOs, because we’ve already seen that trend on published and up-coming MMOs. What do you predict for the future of MMOs and storytelling?

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Published in: on June 3, 2008 at 11:53 am Comments (3)
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Game story vs. player story… And the winner is?

Last Thursday at the ION Game Conference, we gathered for the ultimate showdown… internal game story vs. emergent player story. The results may not be what you think. Sam Lewis, Lead Designer at Cartoon Network; Katie Postma, Community Manager at FireSky (STARGATE WORLDS), and Sande Chen of Writers Cabal debated the topic, with yours truly doing her level best to moderate. In attendance we had a number of game designers interested in expanding their ability to combine game story and player engagement. Here’s how it all went down.

Story vs. Story: Redefining Narrative and Player Engagement in MMOs

Internal game story or narrative in MMOs provides context and meaning for player actions, while the emergent story and social fun engages players and tends to make MMOs sticky. That said, many at ION talked about using a diversity of methods to engage players and keep them around. Can game story be far behind? We talked about internal game narrative, emergent story, and ways to combine them both.

Sam Lewis pointed out that the worst kinds of game stories get in the way of achievement. Few enjoy hearing about a character’s life story when they want to kill the big bad. It’s important when writing and designing to keep in mind all player types, and not force anyone down one particular path. For example, story-lovers tend to be explorers — you wouldn’t necessarily want to make your game all about exploring, story or otherwise. Of course, this ties back in with designing with diversity in mind.

Sande pointed out that you can make the game story important. If hearing a character’s back story isn’t important, it probably shouldn’t be there to begin with. However, you can create systems to make story important, like lore badges in-game, or through forum status out of game.

Katie added how even though STARGATE WORLDS would draw a lot of fans of the Stargate world and story, 60% of its players would not be familiar with this world. The designers would be attempting to tell story other ways, like through the names of debuffs, for example.

Overall, the design ideas for making the internal narrative more important and more relevant to players include:

  • Lore badges
  • Link story through gifts between players
  • Use of instances: The changes players can effect in instances as opposed to the persistent world make them ripe for story
  • Animations in the persistent world, though these would be reset for each player
  • See progression of story on website, perhaps through earning cash like on Club Penguin
  • Catch the disease bug. Have a story-related effect spread throughout the game

The stories people play
Katie recounted what players talk about when playing MMOs. Hard-core raiders will share how they got their exalted reputation. A roleplayer in her casual guild would give a play-by-play of what he was doing fully in character.

Sam pointed out emote systems worked well in creating player story. He brought up the cantina crawl in STAR WARS GALAXIES, where players could go from cantina to cantina and would put on performances in each one. The biggest problem Sam had with MMOs from both a story and gameplay perspective involved the low stakes — if player makes a mistake, well, it’s no big deal. However, in EVERQUEST, the corpse run became one of the most talked-about features, because if the players didn’t get to their corpses in time, they lost everything.

Where game story and player story meet
Sam Lewis worked on STAR WARS GALAXIES, which, while brilliant in many ways, had some flaws. On the one hand, it didn’t capture the game story/world of Star Wars well enough for most players. On the other hand, because initially it was so hard to become a Jedi, it encouraged players to form entire guilds around helping characters become Jedis.

Katie pointed out that in WoW, most of her knowledge of lore came from another player. How, then, can we use the social systems that make MMOs great to tell the internal story, and vice versa? Check out these ideas that came up:

  • Before launch, put some story clues onto the website and community boards that will get everyone commenting and speculating
  • Allow user-generated content, such as tools to create missions in game
  • Use systems like the cantina bands and tie them into the story
  • Make it possible for players to be the first to discover something story/game-related, then give them public reward and recognition
  • Let players show their story through motion capture and share it with others

At the end, each person offered one tip developers can implement right now to combine player story and game story on their MMOs.

  • Let the worlds you build tell the story and create curiosity, rather than rely on dialog to convey it
  • Bring in writers early to integrate them into the design and story-building process
  • Make User-generated content available at launch and make sure your guild tools are robust at launch

Overall, this panel was chock full of good content — and I didn’t even get into the great question and answer period. I quickly discovered taking notes and moderating at the same time was a bit of a challenge, so if you were there, let me know if I missed anything key. What other ideas do you have for telling great game story, helping players tell their own stories, or helping players tell game story?

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Published in: on May 19, 2008 at 3:43 pm Comments (2)

Today at the ION Game Conference! Story vs. Story

It’s here at last! We will be participating and moderating the panel Story vs. Story: Redefining Narrative and Player Engagement in MMOs today at 3:30pm at the ION Game Conference.

Moderator: Anne Toole, The Writers Cabal
Panelist: Sande Chen, The Writers Cabal
Panelist: Sam Lewis, Cartoon Network
Panelist: Katie Postma, FireSky

MMOs have earned success due in part to extensive, immersive game content and players’ ability to play their own story, both individually and as a community. As the number of MMOs grows, each will try to gain market share by offering a new and unique experience to the player. Many new MMOs strive to incorporate more narrative elements into the game world, trying to grow the reported 25% of MMO players who actually pay attention to story. Narrative designers, a systems designer and a community director will reveal the challenges, successes and failures of incorporating narrative into current and future MMOs. Issues such as Bartle’s player types, scope, and the role of casual players impact both player story and game narrative. This panel of veteran MMO developers will explore the gameplay elements most important in engaging different player types and developing player story, and brainstorm how these elements can effectively combine with narrative elements. Attendees will leave this panel presentation with a good understanding of current narrative and design issues in MMOs as well as practical solutions to bridging the gap between player story and game narrative.

Date/Time: Thursday, 3:30 PM

See you there!

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Published in: on May 14, 2008 at 9:44 pm Comments (0)

Writers Cabal First Anniversary pictures

At GDC this year, Writers Cabal celebrated our first anniversary/blogiversary.  We gathered at the Sugar Cafe in San Francisco to enjoy friends and food.

The cake wasn\'t a lie!

We had much cake — red velvet, in case you’re hungry. 

Thanks for everyone who came.  Hope to see the rest of you next year!

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Published in: on April 29, 2008 at 11:47 am Comments (0)