
Rodin's "The Thinker." Courtesy of innoxiuss; edited by Level Up
The Idea: Who is this Adam Maxwell guy, and why the f--- is he saying that writers don't matter in videogames?
The Thinker: Zach Schiff-Abrams
The Source: The Cut Scene
The Quote: As
a film producer I have drawn and quartered many a writer so usually I
leap at the chance to jump on any bandwagon that is founded on lynching
the writing community. Unfortunately this retard doesn't know his ass
from his elbow, so here's my 15 cents:
"When a writer sits
down to build a story, they are usually building a plot." Here's what's
inherently wrong with this moron's argument. Ask any self-respecting
writer (and every f---ing last one of them motherf---ers are
self-respecting) what they do when they sit down to build a story and
they'll tell you the first thing (and the most important thing) they do
is create characters. In fact, most good stories in any medium usually
come from a landscape where the writer almost obsessively focuses on
creating and developing characters in a vacuum that doesn't rely on any
plot. There are no good f---ing plots, there are only interesting
characters that inform a plot...
What I have been arguing
for years upon years is that videogames desperately need more writing.
And now we're finally at a level technologically speaking where we can
actually integrate the creation of character into the very fabric of
the gameplay experience. You still argue? You think GTA is a successful
franchise? Think how much more successful it would actually be if
Alvin Sargent or Jonathan Lethem was taking seriously the creation of
character in that world? Then you wouldn't have Fritzy writing about
how videogames are challenging movies for the media dollar, then my
nerdy friends, then there wouldn't be any more movies.
Instead
you have this dweeb and unfortunately way too many of his kind running
the videogame industry that think in way too small of a box.
The Reaction:
We've been following Maxwell's blog since last year, which means we not
only read his original post, but the two other posts he wrote on the
subject here and here.
The challenge with his series of posts on his topic is that the, ah,
writing was not always as clear as it should have been. That, combined
with the vehemence of Maxwell's argument, set many readers' teeth on
edge, including Schiff-Abrams, as seen above. But from the beginning,
we believed that the essence of Maxwell's argument was fundamentally
correct, because videogames are not "written" in plots, character and
dialogue, even though they may contain them. They are written in
simulations and possibility spaces, and the skills required to create
them are far more likely to be found in a videogame designer than in a
writer. As Maxwell says in his post titled "To my friend Kelly Wand--Don't be hatin man! Don't be hatin!"
[O]ne thing I would like to say is that I don't think of games
as a series of events--that's an imposed structure, which was a big
part of what I wanted to talk about in the first place. Games are a
series of potentials--as a game designer, I don't have control over the
moment to moment in the same way you as a writer might when writing a
traditional linear narrative. I can gate players so that at key points
I know what event they are a part of, but even that's artificial and
not inherent to the structure of games themselves. The only two events
a game is really beholden to are "Start" and "end," right? Everything
else is structure we impose for various reasons. (Though most
typically, the chief reason is to impose narrative context--something I
assert is being done mainly as a fallback to what writers know) That's
exactly what I was getting at when I said a writer's work is linear and
a designer's is not.
As a designer, I have to work in loops and potentials--they're
the necessary framework around which interactivity is built. I can't,
necessarily, work the same way a writer would when constructing a
story, a book, a screenplay or even just a basic plot premise. I can
when I conceive the basics of the world my game will occur within, but
the game itself? I can't do that--it wouldn't be a game if I did, would
it?
Maxwell goes on to state, rightly, that the best solution is for the
level designer and the writer to be one and the same. And many of his
fellow developers on story-based games would no doubt agree. During a
demonstration yesterday of Fallout 3, we asked a question of Bethesda's
marketing and PR honcho Pete Hines: how big is the writing team on the
game? His response was that the level designers and writers are one and
the same, and they do so under the supervision of the lead designer,
who also functions as the head writer. The challenge with this solution
is, how many designers are genuinely excellent writers? Schiff-Abrams
says that games need more writing, but apart from the folks
behind Grand Theft Auto: San Andreas and large chunks of BioShock, we
can't think of many heavily-written games in recent years where the
writing was truly good throughout. In fact, when we look at modern
classics like Ico, Shadow of the Colossus and last year's minimalist
gem Portal, perhaps the solution is less writing.
As Pat Redding said in his "Do, Don't Show: Narrative Design In Far Cry 2"
talk at the 2008 Game Developers Conference, there are three types of
narrative in videogames, or The Three E's as we like to call them. They
are:
- Explicit narrative: the game tells you or shows what has
already happened, is happening or is about to happen next. Cutscenes,
whether in-game or non-interactive, fall into this category, as does
on-screen text.
- Embedded narrative: things implicit or inscribed into the
character or the world that tells us something about them as we
discover them. The slides in Portal about the competition between
Aperture Science and Black Mesa are examples of this, as is the
graffiti scrawled on the walls in the same game. Ditto the evocative
animations in Ico, whether it's the way that Ico takes Yorda's hand and
pulls her along as he's running; or the way she fumbles her way to him
when he calls to her.
- Emergent narrative: what the player does, and how the game
reacts to it. Confronting the Big Daddies in BioShock are an example of
this, as is their behavior once you've used a Hypnotize Big Daddy
plasmid on them.
The explicit narrative is the province of the professional writer.
The emergent narrative is the province of the videogame designer--it's
the gameplay, which is why Maxwell is so focused on it. And the
embedded narrative lies somewhere in between, but we suspect that it's
closer to the designer because of the architectural and flow aspects of
level design. Professional writers have a role to play, but the more
they acquire the skills of embedded and emergent narrative design, the
more useful they will be to developers. At the same time, developers
must figure out a way to better integrate the writer into these two
crucial aspects of a game's design--something both sides of this debate
appear to agree on.
The Verdict: Yellow light. Games don't need more writing,
but they do need better writing--preferably from people who can think
in terms of simulations and possibility spaces.
Which game or games do you feel had the best writing, and why? Also, if an acclaimed developer like Bethesda doesn't require one or more dedicated writers for Fallout 3, do you find yourself siding with Maxwell or his critics?