Friday, December 22, 2023

Game Developer / Gamasutra Repost: A Practical Guide to Game Writing by Darby McDevitt

  https://www.gamedeveloper.com/design/a-practical-guide-to-game-writing

A Practical Guide to Game Writing

Game writer McDevitt (Assassin's Creed: Bloodlines, Where the Wild Things Are) outlines useful processes for collaboration between design, production and writing staff, from pre-production through production of a game.

Darby McDevitt

October 13, 2010

15 Min Read

[In this detailed Gamasutra feature, veteran game writer McDevitt (Assassin's Creed: Bloodlines, Where the Wild Things Are) outlines useful processes for collaboration between design, production and writing staff, from pre-production through production of a game.]

Video game writers are a frequently misunderstood sort. Even in the most ideal situations, we are often relegated to the status of mortar to the designers' bricks, slipping between the cracks to paste fun moments of gameplay together with a few lines of snappy, expository dialog.

Writers can be further marginalized by a lingering sense among our team members that we want nothing more than to stuff our games full of melodramatic, Metal Gear-sized cutscenes, burdened by a cast of dozens sputtering flowery lines from our 450 page script.

I'd like to steer us clear of this idea, one likely sustained by the apparent misconception that writing is fundamentally about arranging words into meaningful strings.

Clearly this isn't the case, but somehow a large contingent of the game industry has institutionalized this attitude anyway, and its effects can be found in an upsetting number of games released in the past few decades.

Just count the uneasy puns and strained moralizing spilling from your favorite avatar's mouth -- when a writer is hired to write a game, and is subsequently barred from having input into its pacing, its setting, the motivations of its characters, and its mood and tone, writers resort to the only weapons they have left: wry witticisms and declarative pop-philosophy.

The spirit of collaboration games are supposed to embody often seems well outside the writer's reach.

But the truth is, we don't want to hijack your game with pointless soliloquies, and we don't want to write a posturing Hollywood-style epic. Game writers simply want to help designers craft an immersive, interactive narrative experience. With or without dialog, with or without characters, we simply want the game to start somewhere interesting, climb its way over a few emotional peaks, and end somewhere even more interesting. We're good at that sort of thing too.

Not all games require a narrative arc, of course, but it's a rather common feature of quite a few mainstream console titles, and these days if an actual writer is going to pen the script of one of these games -- as opposed to the lead designer or the producer -- some Very Important People probably have a Very High Opinion of the property.

But this doesn't happen as frequently as you might think. Consider yourself blessed if you have actually seen a game writer in the wild, for they remain one of those elusive, added-expense luxuries that many game producers -- their eyes always on their margins -- believe they can do without. And in many cases, it humbles me to say, they're right.

The average game-playing public will suffer a deluge of poor storytelling if a game is knock-down, drag-out fun. But a great story with terrible gameplay will die a fast and lonely death on the shelf. I respect and support this pecking order. Gameplay must come first -- this is the golden rule.

However, if some form of narrative happens to play a design-critical role in your proposed game, it is vitally important to treat it exactly as you would any other design element, not as a separate discipline. So if your team has taken that bold extra step to build a narrative-driven game, there are a number of precautions you can take to accommodate the writer and prevent the story (and your writer) from getting buried beneath endless revisions of your GDD.

First and foremost among these is to make one simple conceptual change: treat your writer as an associate designer. Involve her in the design process from the outset. Even if she is not an experienced technical designer, a good writer can be instrumental in helping inspire unique moment-to-moment experiences that provide gameplay variety while integrating seamlessly into the narrative. Again, writing is not just about clever sentences -- it can also be about narrative shape, motivation, and pacing, i.e. what you do, why you do, and when you do.

Most of my favorite narrative-driven games contain very little dialog in them at all -- Ico, Shadow of the ColossusFlashback, Out of this World -- but even these titles are "written" in the sense that they have a clear set of emotional shifts, tonal changes, and meaningful moment-to-moment events that compound into emotional pay-offs.

When writers and designers band together and discuss a game's story, characters, dramatic set-pieces, and settings in parallel with ideas about the game mechanics and levels, the team will begin to find exciting and creative ways of conjoining the two disciplines into a more unified experience.

Unfortunately, this synergy can be difficult to find, especially in the trenches of third-party development where the average dev cycle is less than a year. When schedules are tight, producers and designers often maintain a slight distance from writers, imagining we are off "doing our thing" while they do theirs.

But our thing is their thing too. Writing is design. We are both building a world from scratch, after all. So if you empower a writer to absorb and occasionally contribute design ideas, she will carry on with a solid understanding of how the narrative elements contribute to (or detract from) the overall game experience.

Before Writing Begins

For a clearer picture of this process, let's pinpoint a game writer's most critical early-milestone tasks, beginning with a few pre-production goals. In these early weeks, it's easy to get drunk on a thousand and one ephemeral ideas -- by all means do -- but you'll need to conclude this reverie with a few tangible results:

High Level Narrative Summary. During preproduction, the design team should work directly with the writer to concoct a brief (one to four pages) high-level summary of the primary story. Think of it as your elevator pitch: make it succinct and snappy. This short piece is probably the only story document most of the team will ever read, so it should be clear and compelling. Do this early, and get the client to sign off on it as soon as humanly possible. Read that previous sentence again. Get quick client sign-off every step of the way. Failure to guide your client to a swift agreement on the story may result in endless misery for the remainder of the project.

Major Locations / LevelsThis is one area where writers can really get sore if they are left out of the conception process. Designers frequently forge ahead with level concepts and designs without consulting the writer, not taking into account the huge role that setting plays in crafting an interesting narrative.

In video games, place is often more important than character, so this is doubly important. If the writer, designers, and artists band together to nail down the scope of the game's environments, and get a rough idea of how much is needed and how much is feasible, everyone will walk away happy.

This cuts all ways: writers need to know that they'll have the locations they need to tell a good story, while the artists and designers will want to make sure the writer is asking for content that is relevant to gameplay.

Obviously this "relevance threshold" varies with the size of the project, but on small projects with short schedules getting this right can mean the difference between environment artists going home at 6 pm or 6 am the next morning.

Once production begins, the writers work ramps up. This is the point where the entire design team needs to function as a single unstoppable force (for good):

A Detailed Story Outline. With the narrative arc complete, it's time to produce an exquisitely detailed story document, complete with scene descriptions and gameplay objectives. The amount of detail in this doc will vary according to how much the story influences the design, but it should be as thorough as possible. In any case, generating a detailed outline will give you an early understanding of just what sort of game you're making, and how reliant on the writer you will be for design iteration down the road.

In the case of heavily plot-driven games, the design challenges will stem directly from the story -- e.g. rescue a prisoner, assassinate a guard, courier a package. For non-linear games like RPGs this document should be incredibly dense and detailed. For less structured games, the writer's direct impact on the design may be minimal. Understanding this balance ahead of time is critical.

Story Presentation Plan. How, exactly, is the game's story being told, and who is responsible for telling it? Do you have pre-rendered cutscenes or in-engine cutscenes? Who will be putting these scenes together? Perhaps you have no cutscenes whatsoever, and would like to tell your story on-the-fly. Is this feasible? Possible?

Figure it out early. Nothing is more frustrating for a writer than seeing a project scoot forward without anyone having a firm understanding about how the story will be told, since this will affect what she intends to write.

Estimated Cut-Scene Breakdown. If your game does contain cutscenes or animated in-game sequences of any kind, it is crucial to estimate their number very early on to get a good sense of the work to come. If you have a detailed story outline, this should be easy. On tight projects it also helps to determine ahead of time what the expected intricacy and quality of each scene is so your teams can allocate their resources appropriately.

Characters. As you generate your detailed story arc, you'll need to make a clear list of the number of characters needed. Who are these people, and what roles do they play in both the narrative and the gameplay? Which are simple NPCs? Which are robust, interactive characters? Which are bosses? Mission givers? Shop keepers? Tutorial mentors? Et cetera.

The artists will be generating all character models and animations, and they'll want to know the scope as soon as possible. If you spring 15 new NPCs on your artists halfway through the project, they will shank you in the break room -- believe it. Getting the character scope nailed down early will also help you determine how much "incidental dialog" the game will require, for these throwaway lines frequently take up as much space in the script as the main story dialog. This is no trivial amount, so keep close track of it.

Sort Out Your Text Database. This can be a tedious task, but it is crucial to sort out your text pipeline very early, and get your tools up and running. The longer you wait, the more you will hate yourself. Some games have complex or esoteric text requirements -- non-linear conversation systems, for instance -- so it is critical that you organize your data cleanly and clearly.

Also, take a moment to decide how the script will be delivered. Not all writers are familiar with the esoteric architecture of your text database, so if your writer is delivering the script in Word or Final Draft, you're going to need a pipeline to handle its transfer.

When Writing Begins

Once your game's foundation has been laid and the team is ready to start production, the actual writing can begin. This is the fun part. Writers love to write, but without constant contact with the design team, they run the risk of giving you more script than you need, or a script you don't need at all. This wastes everyone's time and makes the writer sad when you have to tell him, "as beautiful as they are, your 100 part limerick-cycle has no place in Chaz Dastard's Intergalactic Star Safari 2: Misremembered Legacy".

Nip your writer's graphomania in the bud by establishing clear boundaries. This should be simple if the writer has been involved in the design from the beginning, since all parties involved will understand the extent of the game's writing needs. Keep track of everything before it needs to be written, as it is being written, and after it has been written. A game writer without defined boundaries or direction -- especially an off-site, contracted writer -- runs the risk of writing something as sensible and useful to your game as Andre Breton's Soluble Fish.

Script, First DraftBetween the greenlight and first milestone, the writer should be busy as hell. On short projects, ideally she should have a finished first draft of the script by the first production milestone, as this will help the level design process move smoothly.

On longer projects, the writer and level designers will be working back and forth quite a bit to make sure neither one lets a detail slip, edging ever closer to a first draft.

Demand Story and Script Sign-Off, AgainBe crystal clear with your client: the script needs to be read and comments forthcoming as soon as possible. Of all the client-side headaches I have ever encountered, this is the most painful.

Many clients make the mistake of believing the script is the single most important aspect of their game, and therefore spend months and months poring over details that contribute very little to the final game experience. Delays of this sort can hold up level designers and cutscene artists in the most asinine ways imaginable, wasting time that cannot be easily recovered.

One little discussed benefit to hiring an experienced writer is the fact that, relative to coders and artists, good writers work incredibly fast. Text is cheap and takes very little time to edit and revise. But this advantage is of no use to anyone if writers aren't aware that anything needs revising.

I have lost count off the number of times a seemingly innocuous level design change or map layout has rendered a chunk of my dialog obsolete. When I have not been made aware of this chance, the resulting headache cannot be cured by earthly medicine.

Darby: Listen to this gem, guys: "Sally forth to yonder Black Forest, stalwart Wayfarer, for there you shall find a crystal dagger of such rare-"

Producer Person: Ah, Darby, sorry... the Black Forest was scrapped and replaced by a Walmart. We should have told you.

Darby: Ah... okay, hold on. Where's my pen?

Woe betide the team that discovers this incongruity only after the actors have recorded all of their dialog. Again, keep the writers and designers partnered at all times.

Into Production

Now you're well into production, and the heavy lifting has begun. If you have nailed all the earlier tasks, the rest of production should proceed smoothly, barring any client interference. This is supposed to happen only if you've been naughty, but the unfortunate truth is not so black and white. There are more than a few imposing clients out there who, for understandable if not always sensible reasons, believe the story can be endlessly revised up until Beta. So be wary, keep calm, and carry on.

At some point during production, the script will be finished and the writer will feel like she is nearing the finish line far before the rest of the team. Don't let this illusion persist. There is still a bit of work your writer can help you with:

Casting. If you are recording with actors (and who isn't, these days?) now is the time to figure out who will be making your characters speak. On small projects that don't have an official story director, the writer can be of immense help. It's crucial to get your casting done well in advance of your recording date. Actors have hectic schedules and you'll find all the best ones rather busy if you try to snag a few the week of your recording session.

Final ScriptAs difficult as it is, the writer will have to stop tweaking her dialog and settle on something. Of course, it's a good idea to encourage the writer to streamline what she can. The script may be laden with timely wit and wisdom, but it is still, above all else, a game script and if it tests a player's patience, that can be a problem. More to the point: the longer the script, the more time it will take the cinematics team to craft the cutscenes or scripted sequences. So when the writer buckles down and kills her darlings early, it keeps everyone from doing superfluous work.

Voice-Over Recording SessionsSome writers make great VO directors; some don't. But all good ones should be able to re-write their dialog on-the-fly, so make sure your scrivener is available for the recording sessions. When she hears her dialog spoken aloud for the first time, she's probably going to want to change it. Allow some leeway, but don't let her get carried away. Try to limit changes only to what is egregious or erroneous.

Once you hit Alpha, the writer's job gets a lot easier. But there are still a number of good reasons to keep one around, locked in a cabinet somewhere, just in case.

ProofreadingWriters should never copyedit and proofread their own work, it's true. This is a fact that holds doubly true in the game industry where the volume of text written is often comparable to that of a novel. On the other hand, it's rare to find excellent proofreaders hiding in the QA department, so make sure as many eyes are on the text as possible, including the writer's.

Non-Dialog Text Revisions. It can take a long time to nail down all that tutorial, database, and menu text your game has accrued slowly but consistently over the span of the production. Lucky for you, text is cheap to implement and fix, and is quite safe to alter even up to the last minute (provided you're still proofreading).

And with that, your writer's job is finished and your game is nearly complete. Well done, folks. Take a breath and clean your white board. The whole process starts again in five... four... three... two... one...

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Darby McDevitt

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Darby McDevitt is a writer, musician, filmmaker, and designer. He currently lives in Montreal where he works for Ubisoft Entertainment. He is currently the Lead Writer for Assassin's Creed IV: Black Flag. His previous projects include: Assassin's

Tuesday, September 27, 2022

Tips for launching on multiple platforms (webinar)

 https://create.unity.com/tips-for-launching-on-multiple-platforms-webinar?utm_campaign=Operate-Solutions_global_Webinar-Invites_MESD-4353-2022-09%3A%20Roundtable-Tips-for-launching-on-multiple-platforms-INVITATION&utm_content=MESD-4353-2022-09%3A%20Roundtable-Tips-for-launching-on-multiple-platforms-Invite-2&utm_medium=email&utm_source=Eloqua

Learn How to Create a Multiplatform Game

Executing a multiplatform launch can be challenging, with lack of bandwidth being a common hurdle to launching a game on multiple platforms. We’ve gathered industry-leading experts to provide advice and share their multiplatform game creation experiences.

Join us on October 4, 2022 at 11:30am ET / 8:30am PT for a free roundtable to learn about common challenges that could affect your multiplatform launch. Plus, get expert insights and tips to help you overcome these obstacles and ship successfully.

Listen as experts from Roll7 and Navegante provide insight on:

  • Understanding the future costs of multiplatform games
  • Proactively identifying potential problems when developing a multiplatform game
  • Identifying the skills a team needs to be successful in multiplatform development
  • Ensuring the best player experience when bringing your game to new platforms
  • Planning the marketing for a game’s multiplatform release

Learn more about game development here.


Saturday, April 9, 2022

Repost: Epic Games Releases Unreal Engine 5 for All Creators

https://www.epicgames.com/site/en-US/news/epic-games-releases-unreal-engine-5-for-all-creators
April 5, 2022 – During today’s State of Unreal livestreamed virtual event Epic Games announced that Unreal Engine 5 is available today for production-ready use, marking a generational leap in technological capabilities and workflows delivered to millions of creators across games, entertainment, and beyond. Production-proven in Fortnite and The Matrix Awakens: An Unreal Engine 5 Experience demo, UE5’s many feature and performance improvements enable users to create next-generation real-time 3D content and  experiences with greater freedom, fidelity, and flexibility than ever before.
Previously accessible in Early Access and Preview releases, Unreal Engine 5.0 is available today for download from the Epic Games launcher. UE5 includes groundbreaking features Nanite and Lumen for bringing incredibly realistic interactive experiences to life, plus new systems for creating massive open worlds, and new developer-friendly authoring tools and workflows to speed up the creative process. Alongside UE5, Epic is releasing two new sample projects: the Lyra Starter Game and a City Sample from The Matrix Awakens: An Unreal Engine 5 Experience.
The Lyra Starter Game is a sample gameplay project available as a free download. Designed to serve as a starting point for building and shipping UE5 games, Lyra is a hands-on learning resource that incorporates many key engine features, includes multiple maps and modes, and comes with a fully networked multiplayer environment. Epic will continually update this living project alongside future UE5 releases. 
The City Sample is a free sample project that reveals how the large open world from The Matrix Awakens: An Unreal Engine 5 Experience was built. The project—which consists of a complete city with buildings, vehicles, and crowds of MetaHuman characters—demonstrates how UE5’s new systems and workflows made building this experience possible. 

As developers from independent teams to AAA powerhouses create their next-generation games, Epic has confirmed that over 85 game studios are already part of the UE5 community, with more on the way—representing a deeply talented pool of creative and technical talent around the world. This group includes The Coalition, CD PROJEKT RED, Crystal Dynamics, and many other world-class teams.

Check out the Unreal Engine blog for more details and watch the State of Unreal: 
https://youtu.be/7ZLibi6s_ew
https://www.epicgames.com/site/en-US/news/epic-games-releases-unreal-engine-5-for-all-creators

Monday, January 3, 2022

Reprint_Inspiring adventures through Sailwind's realistic take on sailing the high seas

 

 https://www.gamedeveloper.com/design/adventures-in-emergent-storytelling-from-sailwind-s-realistic-take-on-sailing

"In a game with no enemies or combat of any kind, the possibility of getting lost adds an element of risk and challenge. The risk of failure is what makes success meaningful, and it's one of the necessary elements of any game."

Sailwind is a physics-based sailing simulator, largely made by one person. Your character is onboard a boat, and operates it by pulling ropes and spinning the wheel. There is a map (in your inventory), but it doesn’t tell your exact location. Instead you have to use other means to discover where you are and where you’re headed, and it’s up to you to figure out how to get to your destination.

Sailing isn't only about controlling a ship on the the open seas, however. Along the way, you are faced with survival and trading elements that help to create emergent tales of exploration and adventure. Of course, opposed to those meager trading efforts are the forces of wave and wind, storm and starvation as meaningful accomplishment can't truly be felt without a little risk thrown into the mix.

Coming from a background of VR development and immersive experiences, developer Raw Lion Workshop calls Sailwind their most ambitious project to-date. The dev explores that complexity in this chat with Game Developer, digging into what brought about this open-world sailing simulator, its realistic sailing physics, and the elements of survival, trading, and adventure that define this journey across the sea.

Game Developer: Sailwind is a full 3D sailing simulation made primarily by one person! How long have you been going, and what technology do you use to put it together? How do you handle creating the game's content?

Raw Lion Workshop: It's been close to three years since I started the project, though only the last two years were full time work. The game is made in Unity, using the Crest ocean asset for rendering the ocean and basic boat physics. Most of the other features I have developed on my own. The models and textures are made in Blender, and for sound effects I use creative commons and public domain sounds available online, often heavily edited to fit into the game.

All games that simulate some real-world activity must do so through some degree of representation, but Sailwind does a good job of exposing players to the details of how sailing works. Most nautical-themed games take a more game-ish approach to this subject, while Sailwind almost seems like it wants to teach players how to actually sail a boat. What caused you to think about going in this direction with the development, focusing on the kinds of details that triple-A games would strive to eliminate?

The project started as a simple prototype - I was just having some fun playing with a realistic sailing physics model. At this stage, I didn't really consider any game design or player experience aspects. As I played with my prototype, I realized that it was actually quite fun and satisfying to handle the sail, watch how it reacts to the wind and how it affects the boat and its movement, and that's when I decided to build a full game around it.

A Sailwind screenshot. The player looks out on the sea at night from aboard their small sailboat.

It was only after the game was released that I discovered how challenging this realistic sailing model was for many players. To be honest, it was quite a big surprise to find out just how much people struggled with it. After all, I thought, sailing really isn't that complicated, compared to, say, flying a plane in a flight simulator. If anything, I was worried the game would be too simple, and I was considering adding more complexity to the controls to make it more interesting and engaging. After many complaints about the steep learning curve (and a relatively high refund rate), I understood why the triple-A game studios often have to simplify their games so much. Big studios have to appeal to the widest possible audience in order to make a good return on their investment, and that means the barrier to entry for new players has to be as low as possible and the learning curve very forgiving. Unfortunately, such design generally makes the game less appealing for those who are looking for a deeper and more challenging experience.

I'm still trying to find the happy medium between making the game approachable and pleasant for new players with no sailing experience, and keeping the complexity, realism, and integrity. There is certainly a lot of satisfaction to be had when you master the techniques of sailing and navigation, and the learning and struggles can add to the experience and make it more meaningful. Games that hold your hand, give you lots of hints at every step, and pretty much play themselves don't provide that same sense of accomplishment and satisfaction. However, if faced with too much challenge at the start, many players will just quit in frustration.

Sailing is complicated. How does Sailwind go about helping players get their feet wet, so to speak, in learning to operate a boat?

Currently, the tutorial is quite basic - there's a scroll on your boat which contains text and pictures describing the basics of gameplay and sailing.

Improving the tutorial is definitely something I'm working on. It's all about finding the balance between smoothing out the learning curve to avoid the initial frustration, while still challenging the player to figure things out and learn by themselves. I've recently added a new tutorial feature which visually shows you the no go zone when trying to sail upwind, which is a very important concept when learning to sail. This new addition was controversial in the community for a good reason - features like this can diminish the sense of accomplishment and make the game feel too cheap and easy, so I am very cautious not to move too far in that direction.

Actually operating and manipulating a boat is just part of sailing of course. Some other games find it challenging to enable the player to find his position and get oriented in the world, even with the use of UI aids, but Sailwind don't use those on purpose! The possibility of getting lost, as in real life, is another part of the game. How does a player handle navigation, getting bearings and figuring out the best direction to head in?

Getting lost is fun! That's often when the real adventure starts, and it's a great opportunity for emergent challenges and organic stories to develop. Also, in a game with no enemies or combat of any kind, the possibility of getting lost adds an element of risk and challenge. The risk of failure is what makes success meaningful, and it's one of the necessary elements of any game.

In Sailwind, there are many ways to navigate, and you'll have to choose between them depending on your current situation. There is of course the compass, but if you accidentally drop it overboard (which does happen to many players, apparently!), you can also use the sun, or even the stars in the night sky, to find the cardinal directions. 

There is also the quadrant (a simpler version of the sextant), which you can use to determine your latitude, and the chronocompass, a rather complicated tool which uses the sun and its shadow to find the latitude and longitude. More instruments will be added later on. Skilled use of these instruments is necessary in order to successfully complete long ocean voyages (which can take many hours in real time!).

It's easy to focus just on the sailing and neglect talking about the non-sailing aspects of the game. There's survival elements, and a basic trade simulation where the player takes on delivery jobs, and attempts to complete them for money while keeping his reputation up. How much of the game do these aspects make up? Are you considering deeping these elements of play, like, are there plans in the offing to require that players carry limes to prevent scurvy?

I actually don't consider those features as separate from the sailing aspect. For me, sailing is more than just controlling a boat. When I think of sailing, I think of adventure, travel, exploration. I think of brave men confronting the forces of nature on an epic journey towards the unknown. Without these aspects, sailing is reduced to just pulling ropes, turning the wheel, and steering the boat towards no particular goal. Those things aren't all that fun by themselves, it's exactly that context of the epic adventure that makes sailing so appealing. 

The survival and trading elements in Sailwind serve that goal, they are there because without them the sailing wouldn't be "real" in some sense. The need to stock up on food and other supplies adds an element of risk and strategy, the trading and delivery missions mean you have a destination, a goal which is a part of a bigger story. 

In Sailwind, you're not just sitting there watching your boat move through the water - you're on an epic voyage across a vast ocean, battling storms and overcoming challenges to deliver vital goods to people living in distant settlements. That's what sailing is really about!

This is also one of the main areas I want to develop further. Expanding the trading system is a high priority item on the roadmap at the moment, and there are also plans to expand food and drink systems, such as introducing the need for balanced nutrition and adding food spoilage.

A ship with two sails approaches a city along the shoreline.

One of the interesting design decisions you're made is to enforce the need to sleep. It's amazing really how many games handwave sleep away. A one-person vessel on the ocean has unique strategic requirements. The boat doesn't stay still while the player's character is unconscious, but continues to travel. What would you say this brings to the game?

As with most features of Sailwind, I didn't consciously think about the game design implications of the sleep system. It is simply something that just... made sense. After all, that's how sleeping works in the real world! As it turned out, it fits in the game quite well, but this is more of a happy accident than a planned decision. 

First, it adds another layer to the challenge and decision making aspects, which is pretty important in a relatively simple game like Sailwind. Second, it gives players an opportunity to take a short break, maybe stretch a bit, shift their attention away from the game for a moment, which is probably a healthy thing to do in a long gaming session.

A concession it seems Sailwind must make to physical reality is the nature of the time scale compared to player's life. 24 game hours cannot equal 24 real hours if the game is to progress at a reasonable rate. How does Sailwind handle this? Does it make day lengths shorter, distances shorter, or speeds greater than in real life?

Sailwind takes place on a planet which is significantly smaller than Earth, and the distances and time are scaled down accordingly, but I've tried to keep this scaling somewhat consistent. That is, sailing around the globe in the game (not possible currently, by the way) might take a similar amount of days as it would in the real world on Earth.

The boats are generally slightly faster than they would be in real life, but not nearly as much as in most other sailing games. This slightly faster speed is purely a game design decision - realism is good and all, but going very slow can often feel frustrating and just not very fun.

Sailwind is a fascinating game even at this early stage. Part of what I find personally exciting about it is, it feels like a simulation of an ancient real-world activity that used to inspire a whole genre of literature. Sandbox games are kind of like a self-told storytelling device, a way to have imaginary adventures that can actually be affected by the player's actions, and Sailwind's concept is unusually powerful here. But that's just me; why did you decide to make this, what is it about the idea that pushes you to work on Sailwind every day?

I think the biggest advantage video games have over other media is precisely this potential to create dynamic and unique stories. These stories can be important and meaningful, they're more than just "fun". For me, it's these stories that can make playing a game a worthwhile experience, and that's why these are the types of games I'm interested in. I'm not really into games that try to capture your attention with highly engaging visuals, instant gratification or cheap rewards. That type of entertainment feels good in the moment, and can be highly addictive, but it leaves you drained, tired, and often feeling like you've just wasted your time doing nothing productive. 

On the other hand, when you create and experience a meaningful story during your gaming session, it feels fulfilling - the time is not wasted, it was well spent. That's always my goal when making games. To provide more than just entertainment. I want the player to feel like they've spent their time well, and experienced something meaningful.

Saturday, October 23, 2021

A Secret Island Treasure to Inspire Many a Story

https://www.bbc.com/travel/article/20211020-the-rainbow-island-most-travellers-dont-know

With ochre-stained streams, crimson-hued beaches and enchanting salt caves, Iran's Hormuz Island is a geologist's Disneyland.

"You should get a taste of this soil," said Farzad Kay, my tour guide on southern Iran's Hormuz Island, as we stood at the foot of a ruby-red mountain that loomed majestically over the shoreline, engulfing the beach and waves in a crimson shadow. I approached his suggestion with some trepidation, as I was yet to understand this mysterious, mineral-laden landscape.

Set 8km off Iran's coast amid the murky blue waters of the Persian Gulf, Hormuz is a teardrop-shaped shimmering salt dome embedded with layers of shale, clay and iron-rich volcanic rocks that glow in dazzling shades of red, yellow and orange due to the more than 70 minerals found here. Nearly every inch of Hormuz Island's 42 awe-invoking sq km imparts a story of its formation.

According to Dr Kathryn Goodenough, principal geologist at the British Geological Survey who has previously worked in Iran, hundreds of millions of years ago, shallow seas formed thick layers of salt around the margins of the Persian Gulf. These layers gradually collided and interlayered with mineral-rich volcanic sediment in the area, causing the formation of the colourful landmass.

"Over the last 500 million years, the salt layers were buried deeply by younger layers of volcanic sediment. Since the salt is buoyant, over time, it has risen through cracks in the overlying rocks to reach the surface and form salt domes," said Dr Goodenough. She added that these thick layers of salt, many kilometres below the land, are actually present across much of the Persian Gulf area.

This geological makeup has resulted in ochre-stained streams, crimson-hued beaches and enchanting salt caves. In fact, Hormuz is often called the "rainbow island" because of the spectrum of chromatic hues that it exudes. It's also home to what's thought to be the only edible mountain in the world, which Kay was encouraging me to try.

Locals believe that the salt found at the Goddess of Salt mountain has the power to release any negative energy (Credit: Saeed Abdolizadeh/Alamy)

Locals believe that the salt found at the Goddess of Salt mountain has the power to release any negative energy (Credit: Saeed Abdolizadeh/Alamy)

The red soil on the mountain I was standing near, called gelack, is caused by haematite, an iron oxide thought to be derived from the island's volcanic rocks. Not only is it a valuable mineral for industrial purposes, it also plays an important role in local cuisine. Used as a spice, it lends an earthy flavour to curries and goes perfectly with the local bread called tomshi, which means "a handful of something".

"The red soil is used as a sauce," explained Maryam Peykani, Farzad's wife. "This sauce is called soorakh and is spread on flatbread as it is almost cooked. Apart from its culinary usages, the red soil is also used [in paintings by] local artists, dyeing, creation of ceramics and cosmetics."

Beyond the ruby-red mountain, there's plenty else to explore on Hormuz. In the island's west there's a spectacular salt mountain known as the Goddess of Salt. Extending more than a kilometre, its pale caves and sharp-edged walls are covered by shimmering salt crystals that look like the giant columns of a marble palace.

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Locals believe that the salt possesses the healing power to soak up and release any negative energy, and Kay advised me to take my shoes off so my feet touched the salt dome. "The rock salt is known to release immense positive energy," he told me. "After having spent [time] in this valley, you are bound to feel much more invigorated, which is why the valley is also called the Energy Valley."

Similarly, in the island’s south-west is Rainbow Valley, a stunning display of multi-hued soil and vividly coloured mountains in shades of red, purple, yellow, ochre and blue. As I walked, I noticed patches of bright colours forming geometric patterns that glittered and gleamed as the sun's rays hit them.

In the nearby Valley of the Statues, rocks were weathered into fantastical shapes by thousands of years of wind erosion; with a bit of imagination, I could see birds, dragons and other mythical creatures. It was like admiring Earth's very own art gallery.

The island glows in shades of red, yellow and orange due to the more than 70 minerals found here (Credit: Lukas Bischoff/Alamy)

The island glows in shades of red, yellow and orange due to the more than 70 minerals found here (Credit: Lukas Bischoff/Alamy)

Despite the island’s surreal, kaleidoscopic natural colours, most travellers don't know about it. According to the Ports and Maritime Organization of Iran, just 18,000 visitors came here in 2019.

"This natural phenomenon is not fully discovered by world travellers despite its significant tourist attractions, historically and naturally," said Ershad Shan, another local, as I sank my teeth into a spicy, fragrant curry of sardines, red onion, lemon and orange, prepared using soorakh. "If more attention is paid to the infrastructural development of Hormuz, this island can be changed to be an important attraction for tourists."

Locals have started to offer home-cooked meals for tourists and driving rickshaws and motorcycles to transport people around the island. "We feel responsible for doing our bit for Hormuz. It's so rare and is a part of our identity," Shan said. "We feel an urgent need to contribute towards getting the world to take notice of this eco-heritage."

As I devoured my curry, it struck me that while Hormuz is without doubt a geologist's Disneyland, it is the edible soil, which is literally runs through the veins of its inhabitants, that make it truly special.

Geological Marvels is a BBC Travel series that uncovers the fascinating stories behind natural phenomena and reveals their broader importance to our planet.

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Monday, September 20, 2021

REPOST: Narrative design myth-busting: It's not "just writing"

 https://www.gamedeveloper.com/design/narrative-design-myth-buster-1-it-s-not-just-writing

In this ongoing series, narrative designer Matthew Weise confronts misconceptions about narrative design in game development.

Storytelling is as old as video games. Narrative design--the systematic understanding of how story works in games, and the production expertise that goes along with it--is still relatively new. While it’s common to see job ads for ‘narrative designer’ or ‘narrative director’ these days, this was not the case just a few short years ago.

Similar to where ‘game design’ was in the early-2000s, narrative design is an old art but a new (or newly understood) job. This means that, while it has indeed come a long way, there can still be a lot of confusion surrounding it: what it is, what it isn’t, where it overlaps with other disciplines, where it doesn’t. There are still a lot of myths surrounding it. Chances are you’ve heard of some, and may even harbor them without knowing it. 

This can create confusion and false expectations, hurting development and in some cases even derailing projects. This will be a series designed to save you from that, by debunking the most common myths of narrative design in games. First up:

“Narrative Design is just writing.”

Sometimes “narrative design” and “game writing” are used interchangeably. You may have heard this yourself. Companies are looking for a “narrative designer/writer” or someone might say “Our narrative designer is writing the story." While they are certainly related, it is important to remember these are two entirely different jobs, with different skillsets and different tools, that need to work in tandem to achieve a good narrative player experience.

Narrative design is, as the name implies, a type of design, like level design or systems design. The skillset and toolbox is that of a designer: helping create and/or leverage existing mechanics, systems, levels, art, UI, and sound to achieve a desired dramatic experience for the user.

A game writer creates the actual written content for the game, typically player-facing (dialogue, descriptions, menu text, etc.) but also sometimes team-facing (story bibles, character sheets, beat planning documents, etc.). Sometimes the narrative designer is also the game writer. Sometimes they are different people. Sometimes there is a whole team of narrative designers and game writers, each tasked with different things.

Seems simple enough, so why does confusion about it persist? A lot of it has to do with the messy history of narrative and writing in video games, specifically how game narrative has been traditionally siloed in the development process.

Historically, throughout much of the 80s and 90s, game narrative was equated with cutscenes and dialogue (and by implication not mechanics, systems, art, or UI). While many games--from Zork to Ultima to countless others--defied this assumption with their holistic, integrated approach to narrative, a lot of the language used to describe such holistic design was yet to develop, leaving many production teams with a simplistic “game vs. story” dichotomy informing their process. The rise of cinema-like visuals in the late 90s further siloed “story” from “game,” encouraging pipelines developed for film and tv to be dropped wholesale into game production, entrenching the perception that “writers” are the ones who work with the film people to create the movie-like bits, while the team making the actual game is off doing something else.

While a lot of this confusion has been cleared up today, it can still trip up projects, starting with the hiring process. Teams that understand the difference between narrative design and writing will have clear and specific job ads that reflect this, whereas ones that do not will often use fuzzier, non specific language that conflates the two or uses them interchangeably. Companies that know what they are doing know that if you need a writer, you need to hire a writer. If you need a narrative designer, you need to hire a narrative designer. If you need both, you need to hire both. And you are upfront and clear about this in your job ads all the way through your hiring process.

The biggest problem of hiring a ‘narrative designer’ when what you really expect is a writer is it belies a narrow-minded, outdated assumption about what narrative is and can be in your game. If you think narrative design is someone coming in at the end and adding some words and VO around decisions that have already been made in gameplay, art, and UI you are missing that holistic approach to game storytelling that has been at the core of what makes game stories so memorable, endearing, and--above all--unique to players. Your mechanics, your art, and your UI could be doing a lot of the “narrative lifting” as it were. Distributing your storytelling across all aspects of design, not just dialogue, cut-scenes, lore, etc., makes dramatic game worlds richer, fuller, and more resonant with audiences.

A good narrative designer will work with other departments to find out how the UI can express the protagonist’s personality, how a well-designed room can have the same effect as a page of dialogue, and how a game mechanic can express a spiritual and emotional conflict, not just a physical one. And those are just the basics. More advanced forms can result in truly innovative and time-saving features, like smart bark systems that ensure lines don’t become repetitive or ambitious story-generation systems like the one in Shadow of Mordor. Having a strong interdisciplinary narrative design foundation--which includes writing as an important part along with everything else--is what allows you to “level up” your narrative design, so to speak, achieving true innovation in the space that players will remember. This is the ultimate value of understanding how all these parts work together to create the art of narrative design, and what will distinguish your game as an intelligently crafted and efficient piece of work.

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Matthew Weise is a narrative designer and writer whose work bridges the worlds of games and traditional entertainment with credits including Disney's Fantasia: Music Evolved and The Jury Room from Oscar-winning director Barry Levinson. Weise is former game design director of MIT's GAMBIT Game Lab and currently runs narrative design consultancy Fiction Control.

 

Monday, June 21, 2021

REPOST: What happens when pacifist soldiers search for peace in a war video game

https://aeon.co/videos/what-happens-when-pacifist-soldiers-search-for-peace-in-a-war-video-game

What happens when pacifist soldiers search for peace in a war video game 

https://aeon.co/videos/what-happens-when-pacifist-soldiers-search-for-peace-in-a-war-video-game

For as long as there have been wars, there have been soldiers refusing to fight in them. The experimental short How to Disappear examines the history of military desertion via the online war video game Battlefield V (2018), drawing wry and provocative contrasts between digital and real-life combat. 

Created by the Austrian art collective Total Refusal, this thoughtful film also asks: what does it mean that you can’t desert within this computer-generated world? 

Unable to abandon the battlefield or surrender within Battlefield V, Total Refusal invents new and unusual forms of pacifistic disobedience for their user-controlled soldiers. Their imaginative tactics walk a thin line between trolling other players and challenging the frameworks and mores of this peculiar space. 

By putting aside the intended gameplay, the group explores muddy moral questions of play, patriotism and war in a society where lines between digital and real environments grow more blurred by the day.

For more from Total Refusal’s Leonhard Müllner and Robin Klengel, watch Operation Jane Walk.