Tuesday, February 17, 2009

Back

I'm back, and should have a followup post to my story post tonight.

Thursday, February 12, 2009

AFK

I'll be in Houston tomorrow and through the weekend.

I promise, I'll get point two of my post on story and episodic content posted early next week.

Wednesday, February 11, 2009

Games and Game Stories: Part 1

Or, why can't more video game studios make a good episodic game series?

In this day and age of rising development costs and digital distribution, episodic gaming seems like a natural choice for small, independent developers as well as larger, more established development studios.

I'm of the opinion that it isn't about the technology, or the team size, it's about the story. Game writing is - as much as it pains me to say this - largely laughably bad.

I can count on two hands the number of really good game stories, with well-rounded characters, etc. that have been released and have also been fun games to play. Game Writing, as others have lamented, seems to be in this push and pull between good narrative development in the dramatic tradition and interactivity.

In other words, you can't tell a good story in an environment where the player has a say in the outcome of the story. So, most game developers bail because:
  1. It costs too much money to work on something that few players will appreciate
  2. Gameplay always trumps narrative
  3. The average gamer doesn't really care about the story

In response, I say:
  1. The gamers that appreciate great stories are the ones that tell their friends that they should purchase the game.
  2. Got me there; this is the biggest challenge for writing in games, but it IS possible to integrate the two (see "Bioshock", "Mass Effect","Fallout 3" and "Max Payne 1 & 2") without failing either the gameplay test or the story test. The studios that set out to write good games and make fun games to play requires a integration of purpose and cooperation that seems to be lacking in most mainstream game studios. Even big studios, like Epic, have failed tremendously to great compelling stories that fully embrace their outstanding gameplay. Sure, Gears of War 1 & 2 are fun games to play, but I tuned out the story because it was laughably bad - in premise, dialog and characters.
  3. There is some truth in that, but do they not care because the story is bad, or they just don't care about a story at all.
Point 3 is perhaps the most intriguing, and it seems to me that the the logic behind the argument is circular. People don't care about story in games, because the story is bad, so we will put in a bad story.

One of the reasons why games in story are so bad is that the person often writing the story, characters, dialog, is also tasked with working on so much else. From designing systems (from the most basic UI to the most advanced AI), to tuning gameplay, to mocking up art, interface, sounds, and whatever else needs doing, Game Designers are also typically tasked to write the story, concieve the characters, write the dialog, and generally concieve the universe in general.

Designing systems is no small feat, and considering much of it consists of going back and forth between all of the departments to ensure that everyone has their say in what the system should do. All of this, I assure you constant reader, takes a great deal of time.

It's no wonder that Games get lambasted for their stories, the people entrusted to write them are overwhelmed with designing everything else for the game! Of course the stories come off as bad!

Well, I'm of the opinion that most games simply aren't planned to be that enduring and aren't built to be as such. Part of it is the ephemeral nature of the industry: if the next contract doesn't come, the next game isn't made and the company closes. The other part is that most Game Designers are not writers. We are responsible for so much...stuff...that every other department looks at the story, which should be the corner stone of the single player campaign, as an afterthought - a context through which their technical and artistic wizardry.

For Part II: how game designers should get more serious about narrative.

Wednesday, February 4, 2009

Not even remotely game related...

Dear Max,

You are strong and you will do well in life. I love you and Mommy deeply.

Today and tomorrow and for the rest of your life, let each day grow and grow.

Keep smiling, laughing, and loving life. Most of all, never give up, even when things get you down.

So, in closing, my Son... tonight, before you get snuggled under your covers, tell Mommy I love her. Then hug her for me and give her a kiss good night for me.

Love,

Daddy

Saturday, January 17, 2009

Thoughts on Failure

There are two excellent blog posts out there regarding the failed MMO 'Tabula Rasa'. The posts, by a designer on another project at the same studio, and a programmer pretty high up in another internal studio in Europe.

Frankly, both blogs - after reading them both, and reading them again - are pretty scary. You see, much of what they talk about, in terms of management and morale on the Tabula Rasa team I have experienced first hand.

Now, I know that the last project I worked on is (more than likely), going to ship. It is oddly comforting and disturbing that other studios suffer the same sort of internal issues I experienced.

I'm going to take some time and digest it before I post more. I really suggest that you read those posts if you are a developer, are curious about game development, and more to the point, have been on the business end of some bad project and project development

I Love My Job

I didn't think that this would be the case, but I'm enjoying working at a much smaller company than I did at the larger companies I've worked at so far.

I'm enjoying it for one reason: everyone in management, top to bottom, has been around long enough and have worked at enough other studios that they know what works and what doesn't work.

They are open and expect collaboration. Sitting in silence is frowned upon. When your idea is used, you are praised. When you idea isn't used, you're praised for at least suggesting something. Everyone understands that morale is more than free goodies, it is about open communication and ensuring everyone is working toward a common goal without regret.

I'm sure that this has something to do with the fact that the team is so much smaller than any other team I've worked on, and certainly much more professional.

In the end, they are all great people, and not a day goes by that I don't count myself lucky that my last job's door closed when it did, because I wouldn't have been so open to this opportunity had I still been gainfully employed.

I promise, my next entry will be something a little more relevant in terms of game design and development.

Wednesday, January 14, 2009

No Man Is Just a Number

The creative mind and lead actor behind one of the most subversive, brilliant and layered bit of television died today. Patrick McGoohan was the first to really push the boundaries of Television as an artistic medium, and not merely as an entertainment artifice.

His seminal series, to which twisted, layered episodic TV such as Lost and Battlestar Galactica owes much to, was called The Prisoner. The series, ostensibly about a secret agent who is kidnapped because of his mysterious resignation, is one of the most complex stories ever written for television. The symbolism present, the subtle anti-conformist, anti-establisment and anti-government themes, and the fact that it is all timeless in its presentation is where the brilliance of the series really shines through.

The hero of the series, Number 6, was one of England's top spies. Out of the blue, he storms into his superiors office and in a thundering display, resigns his position and leaves the spy business forever. Followed as he returns home, he is gassed and falls unconscious, waking up in an anonymous little town called 'The Village'. Over the next 17 episodes, Number 6 defiantly stands up against his nemesis, Number 2, as he or she attempts to find out why Number 6 resigned.

The Prisoner is ultimately one man's fight for identity, principal and individuality in a society that seeks conformity to social norms, that a loner is dangerous, and that principals are a myth.

AMC is showing the entire series online right now, for free, and I highly recommend you check it out, it will change your life - it did mine.

You see, my father introduced me to The Prisoner. The irony in that is that my father is about as hardcore right wing conservative as they come, and here he is, introducing me to a TV Series that is absolutely brilliant, and is also absolutely some of the most libertarian and anarchistic
entertainment that has ever been aired on any major broadcast network.

It was this sinister yet sweet world of "The Village", with its terrifying (at least, to an 8 year old) Rover, and its defiantly independent hero who will go to great lengths to ensure that the principles that he so lustily defended are never compromised, that he is never broken, and that the individual is paramount in a world of sameness and conformity, that really began to shape my identity and political philosophy.

More importantly, it has become a guidepost for me in terms of writing and enjoying fiction. Some talk about how the includion of Ayn Rand's objectivist philosophy into Bioshock was such a ground breaking piece of entertainment, but The Prisoner adheres so incredibly close to Objectivism that it took over 30 years for another work of art to even come close.

For those gamers that loved Bioshock, watch The Prisoner.
For those science fiction fans that love Lost, watch The Prisoner.

Enjoy and, be seeing you.