Thursday, February 19, 2015

Writing in Games: It’s Much More Than Narrative_Why some of the best writing has nothing to do with character or story. By Tim Biggs

22 Jun 2014  Warning: This feature contains a minor spoiler for The Last of Us: Left Behind.

Writing can make or break a game. It takes many forms - from dialogue to in-game literature, voiceovers or even scripted environmental events - but in almost all cases it aims to move the game along, distil complexity into something meaningful, give justifications for gameplay conceits and keep the player attached to the characters and scenarios through story.

When it comes to pointing out ‘good writing’ in games though, we don’t always look to the examples that do these things best. More often than not we associate ‘good writing’ with well-crafted story content and entertaining text or dialogue, and while this obviously isn’t a negative thing in and of itself, it leaves room for the idea that there are games with great, skilful writing that we don’t think of as such because they aren’t literary or don’t tell a gripping story. So is there a problem with the way we evaluate the quality of writing in games?

With the exception of pure narrative, writing in games must be function first; less to do with crafting a story and more to do with non-literary concerns like player retention and awareness.
 
Often when we talk about writing, we refer to the bits between or on top of the gameplay, where the characters talk to one another or you read some text to gain exposition. Yet while that kind of writing is easier for us to identify and analyse (by looking for the indicators of quality we recognise from literature and other media), the more game-specific, more technical (and depending on the game, more vital) form of writing that takes place during and informs the gameplay can often be overlooked.

With the exception of pure narrative (for example in a cutscene), writing in games must be function first, which is to say it’s less to do with crafting a story and more to do with non-literary concerns like player retention and awareness. Concerns like how does a player know the only way to exit the room is through a ladder in the roof? What does an AI character say to alert the player to incoming danger? How will the game explain to the player that a particular area is off-limits?

Whether these concerns are addressed seamlessly depends almost entirely on the quality of the writing which, like most other art in games, is usually there to build part of the scaffolding as much as part of the pretty façade. For example having a character deliver a “no, this doesn’t go here” or a “just three more to go” or heaven forbid a “hey, listen” serves a gameplay purpose rather than a literary one, and so should be judged on whether that purpose is realised.


Ride as fast as you like, you can't get away from Navi...

Ride as fast as you like, you can't get away from Navi...

Even if an offhand character remark gives you exactly the information you need at the right time to have things click into place and make you feel like a genius or a badass, such writing is unlikely to be called out as ‘good’, and I think it boils down to the fact that this kind of functional writing only really exists in video games.

As a baseline, consider Naughty Dog's Uncharted trilogy and The Last of Us, which are generally very well regarded in terms of writing and storytelling. This can be seen most recently in The Last of Us Left Behind DLC, in which the narrative cleverly negotiates our familiarity with coming-of-age stories. 

Although stories of this type tend to be predictable and hard to pull off owing to the sheer number of times they’ve been told, the characterisation and literary restraint in Left Behind allows an experience that feels exciting and surprising while still managing to convey something deeply universal. Had the characters been written more salaciously or more in line with traditional young love stories, the player would surely have anticipated this and the impact of Left Behind would have been undermined.


Such a believable relationship.

Such a believable relationship.

Stories like these show that video games are just as capable of incredible storytelling as film and literature, but it’s plain to see that the cleverness and skill with which the game’s narrative aspects are handled are satisfying to us in all the ways we recognise from those purely narrative forms. We recognise them as hallmarks of good storytelling. So what about the cleverness and writing skills unique to video games as a form? For an example of that I’m going to jump to a game similar to The Last of Us in many ways, but also very different.
 
The Gears of War games, not always regarded as having ‘good writing’ (“Never thought it would end like this, huh Maria!?”) make an interesting example in my argument that the way we measure writing quality in games might center the discussion mostly on the overtly artistic or narrative kind.

Whether or not the story being told in the latest game - Judgment - was of a high quality in the traditional sense, the writing was exceptional. Take the declassified missions for example, which appeared in each chapter and offered an optional set of parameters to the player, increasing the challenge but also the reward.

The parameters obviously had to be fun from a gameplay point of view, but their in-game justification required scenarios that made sense to that exact part of the narrative, could be left out entirely if the player so chose, and delivered a reasonable explanation for why visibility was suddenly limited or the mission had to be accomplished under a certain time constraint. In addition to this, voiceover had to be written that explained these ludicrous happenings from the perspective of one of the main characters, bringing in their own perspective and personality.

In the end the player has an understanding of the option, the consequences and the story, and they’ve stayed immersed in the artifice of the game throughout. It’s a great (if not very subtle) example of games writing acting as the carpenter’s hammer rather than the novelist’s pen. While none of it hit you in the gut, brought a tear to your eye or made you gasp with an unexpected twist, it was good writing nonetheless.


Turns out DudeBros can also be effective communicators!

Turns out DudeBros can also be effective communicators too.

Zooming in from the overarching scenario-type writing to the minute-to-minute experience kind, you can also see a vital role that’s easy to overlook. We’ve all had experiences where the entirety of what’s happening in a game fails to be communicated to us coherently, either because we haven’t grasped an important mechanic or are just not looking at it the intended way.

Often in fast-paced action-heavy games where that doesn’t happen a lot (like Gears), it’s because your focus and understanding of the scenario is being shaped by mission directives or context-specific character speech. For all its malignment, “RAZOR HAIL” is a pretty stunningly effective thing for a character to scream at you if you need to be told “keep yourself covered from above at all times or you’ll be ripped to shreds”.

Whether a particular game is built around mechanics or a story at its core (or both), the function of this seemingly incidental writing is to connect the player in their limited perspective to their place in the immediate scenario and the wider game world.

A poorly written or communicated aspect of the game will break the player’s ability to experience the game as intended, even as the disruptive and unpredictable tendencies of the player will break any writer’s attempt to focus attention too absolutely or tell a story too linearly. Yet for all this, if the writing of a game is absolutely nailed the player will hardly even notice it’s there while they’re playing.

It’s this unique relationship between players and game designers - each affecting the way the other creates and experiences - that makes the supporting writing in games so largely unlike the writing in any other media, and it’s why that writing is just as worthy and just as deserving of our analysis and attention as the more literary kind we tend to focus on. 
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Tim is a freelance writer based in Sydney. You can catch up with him on Twitter and why not join the whole IGN Australia team on Facebook?

Wednesday, January 28, 2015

Tips for Writers / Ubiblog Columns by Richard Dansky | Central Clancy Writer | on September 19, 2013 |

http://blog.ubi.com/the-write-stuff-september-2013-advice-for-writers/

Tips for WritersThe best resource you have as a writer is other writers.

For those of us of a certain age (which is to say, those of us old enough to remember typewriters, buy music on vinyl in a non-ironic way, and have fond memories of non-CGI Transformers), the image of the lone writer holds a romantic appeal – one that’s definitely echoed in the wider audience. The idea of a solitary wordsmith – locked in a room with only a typewriter and a blank page – plays to a certain fantasy of the artist, and for some forms of writing there’s some merit to it.

But even the most supposedly solitary forms of literary expression, be they novels or short stories or naughty limericks that include the word “Nantucket,” aren’t entirely solo efforts. There are editors involved. First readers. Copy editors. You get the idea. And that’s for forms that involve no other asset besides the words.
And believe me, it’s a good thing to get those other folks involved.

Most writers, in their more candid moments, will simultaneously admit to being their own worst critics and getting so wrapped up in what the writing should be that they can’t edit it properly. Having other eyes on your work is a tremendous help. Good readers and editors will mercilessly uncover the weak spots and the cheats in your narrative, will relentlessly expose places where you got stylistically lazy, and call out the places where you shortchanged the reader.

Also, if you’re lucky, they’ll catch the typos.

The trick is, of course, finding readers and editors who can do that for you, who can read what you’ve written and provide feedback that is not only not yours, but also actively useful.

Which brings us, in a roundabout way, to games.

 

Don’t Go It Alone

For a long time, most game writers were solitary creatures, whether they wanted to be or not. The role of narrative in game design wasn’t necessarily highly regarded, and a dedicated writer was viewed as a luxury. The idea of two – or more – on a single project was mind-blowing in its extravagance.

Good readers and editors will mercilessly uncover the weak spots and the cheats in your narrative [Digression: At the first Game Writers Conference, now the Game Narrative Summit, I walked into the conference room before Marc Laidlaw’s opening talk and my first thought as I scanned the room was My God, I’m not alone. Every other person I’ve talked to who was there that day has told me roughly the same story, often using the same words.]

Which meant that when a writer wanted feedback on something they were doing, they weren’t getting it from writers.

Now wait a minute, I can hear you saying. Most of the people who are going to play the game aren’t writers, so feedback from writers is kind of key there, Spartacus. And yes, that’s true – knowing that things are or aren’t working for an audience is vitally important. If a reader hates the protagonist, it doesn’t matter if they’ve memorized Strunk and White or not; that feedback is useful.

But.

What that feedback is not, is directed, which means it’s not necessarily phrased in a way that makes it actionable. I don’t like the main character is feedback; there’s a serious disconnect between the way you position your protagonist’s backstory and her diction in the dialog you’ve written is actionable.
Let’s rewind a bit. Imagine you’re an artist and you’re showing someone your work. Their response, quite reasonably, is that they don’t like it and something’s wrong with the way the sky looks. Now, this is useful feedback insofar as itTips for Writers A)suggests that the project needs more work and B)calls out a rough area that could use some improvement. However, what that feedback is lacking is technical criticism, using the language of the visual arts. There’s nothing there about composition, about color, about tools – in short, it’s not couched in the professional context that would allow the artist to use it as a clearer roadmap to iteration and improvement.

And just like art, or engineering, or any other discipline within game development, writing has its own professional and technical language. Here is where the romantic notion of creation-exclusively-through-inspiration breaks down; writing is first and foremost a craft, requiring sweat and iteration and technical skill.

Like any other craft, it has techniques and best practices and standards, and the people best equipped to give feedback that addresses the needs of the craft are – wait for it – other writers. They do the job, they speak the language. And just as artists get valuable feedback from other artists, and engineers get better feedback on their code from other engineers, some of the most directed, useful feedback a writer can get will come from another writer.

[This assumes, of course, that the writer in question is good at critique and isn’t a jerk. But for the sake of continued employment of all concerned, we’ll assume both.]

I’ll confess, the first time I was put in the harness long-term with another writer (while working on Splinter Cell: Double Agent), it was a weird feeling. I’d gotten used to working alone, to the point where I wasn’t sure how to interact. I’m fairly certain Taras Stasiuk, the other writer in question, felt something similar. This was something new and different and challenging. (Which is writerese for What if they don’t like my stuff?)

 Then something weird happened. I passed Taras some of my stuff. He passed me some of his. He sent back comments on mine, which were very useful, and I sent him a few on his. I didn’t agree with all of his notes, but we discussed the places where we disagreed, which made me lay out why I’d made those choices and what they implied, and that led to some new discussions about where the characters were coming from, and before you knew it A)we had a great working dynamic and – this is the important part – B)the work was better. And I’ve relished having other writers to work with ever since.

Writing is first and foremost a craft, requiring sweat and iteration and technical skillThis is, of course, old hat to folks who’ve worked in TV writers’ rooms or found that mythical beast, the useful writers’ group. But for too many writers out there, there isn’t or hasn’t been a professional peer they could turn to. That means learning to rely only on themselves, to set up perimeters around their work, and – after too many rounds of being told I would have done it this way, and you should totally add a few dinosaurs – learning to view feedback as not necessarily in the work’s best interest. Those are hard habits to break.

They’re worth breaking, though, and that ultimately circles us around to the original premise, namely, that the best resource you have as a writer in games is other writers. Specifically, other writers who know and understand the sort of work you’re doing and who can give you the targeted feedback that will allow you to improve specific aspects of that work. So if you’re lucky enough to be on a team, or in a studio with multiple writers, then the best thing you can do is use them. Share your work, and let them share theirs with you.

Because they’re the ones in the best position to give you specific feedback you can use to make your own writing better.
the author
 
Perhaps best known for his brief stint as the world’s leading authority on Denebian Slime Devils, Richard Dansky has been with Red Storm/Ubisoft since 1999. His first game was Shadow Watch and his most recent one is Splinter Cell Blacklist. In between he’s served on the advisory board for GDC’s Game Narrative Summit, helped found and develop the IGDA Game Writing SIG, and appeared on Gamasutra’s list of the top 20 game writers in 2009. He has also published six novels, one short fiction collection and a ton of tabletop RPG sourcebooks, which is why you should never tell him about your character. For a tantalizing taste of Dansky's inimitable insights, read his recurring column on the UbiBlog ("The Write Stuff") and follow him on Twitter: @RDansky

On Becoming a Game Writer / Gamasutra Columns by Richard Dansky | Central Clancy Writer | on October 10, 2013

http://blog.ubi.com/the-write-stuff-on-becoming-a-game-writer/


On Becoming a Game Writer
One of the questions I get asked most frequently is How do I get into game writing? Now, this isn’t the same as How did you get into game writing? Ask ten game writers that question and you’ll get twelve different answers. No, what people are looking for is the clear and well-manicured path into the profession – a certain set of steps to follow that, once completed, will yield a position as a game writer.

This is a perfectly reasonable question to ask, and in a just and fair and logical world, it would have a simple and concise answer. Unfortunately, we are not living in that world. There’s a reason every game writer’s journey is different, and that’s because different companies are looking for different things in a writer. Some embrace the role and smooth the path, some have very specific needs and wants, and some aren’t quite sure what exactly they’re going to do with a writer, but they’re pretty sure someone needs to be generating some text assets for their game right about now. There is no one true way, and anyone who tells you there is, is most likely trying to sell you something they’ve written about how to become a game writer.
On Becoming a Game WriterThat being said – and bearing in mind that I am not, in fact, trying to sell you anything – there are a few things you can do to advance toward game writing. They’re not hard and fast, there’s no achievement unlocked after accomplishing them, and they may seem a little counter-intuitive in places. But in 14 years of doing this, I haven’t found anything better. So, if you want to be a game writer, here’s what you’ve got to do:

Check Your Ego

If you believe that you are going to walk in the door as a writer, elucidate your grandiose vision for the story you want to tell and have the development team magically transmogrify into Oompa-Loompas who are there to actualize that vision, you may find yourself sadly disappointed. A writer is part of a team, there to mesh harmoniously with folks from other disciplines in order to create the player experience. Fail to understand that you are part of a team – that you are creating assets and providing deliverables, not cavorting through the fields of the Swiss Alps in a smock whilst declaiming Romantic poetry that the rest of us are privileged to hear – and you will probably also fail to understand why nobody wants to work with you.

Play Games

If you want to write games, play games. To write for any medium, you need to understand that medium’s unique form and demands. The best way to acquire that knowledge is to consume that medium, and by consuming that medium – or as we call it, “sitting your butt on the damn couch and playing some games” – gain both experiential and instinctive knowledge of what works.

It’s not the only thing, of course. You don’t sit through twelve hours of Dynasty Warriors 8 and emerge with the knowledge of how to write meaningful systemic dialog chewing its way out of your head like a particularly hungry Athena.On Becoming a Game Writer You do, however, walk away with a pretty decent sample size of things that worked and things that didn’t work, and you can start putting that knowledge to use in your own work.

Observe Games

Of course, when I say “play games” I don’t just mean “play games.” Racking up body count in adversarial is cool, but if you’re focused exclusively on optimizing your play, you’re missing the chance to observe game writing in its natural habitat.

So play as a player, but also play as a writer. Listen to the dialog. Observe the visual storytelling. Look at the text that gets used, and ask yourself why those choices might have been made. See if you can reverse engineer – and thus understand – the narrative design.

Do this, and you’ll get a better grasp of how game writing works when the rubber hits the road. It’s not just the words, it’s when the words get used, and how many, and to what end, and where there are no words at all. Watch the game as you play it, and learn.

Make Games

The best way to learn what works as writing in a game is to get your writing in a game. Luckily, we’re in a place in the evolution of the industry when it’s possible to get your writing in a game even if you’re not working for a game company.

Go find yourself a Game Jam, or haunt a local college’s CS department bulletin boards to find groups that are making games on their own. Offer your services as a writer, even if all they need is menu text. Grab a tool kit and make something with your words in it. Get your stuff in a game and see how it plays.
On Becoming a Game Writer
And I’ll be honest here – odds are your first few cracks at it aren’t going to be great. That’s OK. This is the space where you can learn, and you can get better without your employment being on the line. Because the more games you write for, the better you’ll get at recognizing what does and doesn’t work, and the quicker you’ll build the habits of good work you’re going to need.

Besides, it doesn’t hurt to have actual, honest-to-Murgatroyd games in your portfolio.

Tweet

And by tweet, I don’t mean HAW HAW CAT VIDEO LOL. One of the things Twitter does is force you to phrase complete thoughts in a constrained space. This is entirely akin to writing for games, where you must on occasion phrase a complete thought in a space that is entirely constrained by the number of characters the German localization is going to require. Or, more likely, constrained by the fact that you don’t want your dialog to ramble, potentially interrupting gameplay in the process.

So tweet, and tweet smart. Learn how to write short, pithy sentences that communicate a point. And lay off the cat videos.

Talk With Game Writers

The best way to learn about the job is to talk to people who have done the job. This is not a surprise, nor is it unique to game writing. So, if you’re interested in the role, find ways to interact with people who are doing it. Go to conferences where game writers are speaking. Follow them on social media and engage – respectfully. I was wondering if I could ask you a few questions goes a lot further than Why did you make that incredibly stupid decision in your last game? Look to the IGDA Game Writing Special Interest Group and get on their mailing list. Make a reputation for yourself as someone who can engage cogently and professionally, and who has interesting things to say about the subject matter.
On Becoming a Game Writer
Also, don’t be a jerk.

If you do these things there’s a better shot that when someone has an opening and your name gets floated as a possibility, you’ll get a positive response. As opposed to, say, slagging a writer on your blog and then turning around and asking them for work. Because that always goes so well.

Taking the Next Steps

Will doing all these things get you a job as a game writer? No. Knocking on doors, sending out resumes, applying for gigs and presenting good work in your portfolio will actually get you the job. But if you do these things, you’re in a better position to be ready to knock on doors – and to be prepared to seize the opportunity when somebody answers.

For more of Dansky’s advice for writers, check out this post:

Tips for Writers
the author

Perhaps best known for his brief stint as the world’s leading authority on Denebian Slime Devils, Richard Dansky has been with Red Storm/Ubisoft since 1999. His first game was Shadow Watch and his most recent one is Splinter Cell Blacklist. In between he’s served on the advisory board for GDC’s Game Narrative Summit, helped found and develop the IGDA Game Writing SIG, and appeared on Gamasutra’s list of the top 20 game writers in 2009. He has also published six novels, one short fiction collection and a ton of tabletop RPG sourcebooks, which is why you should never tell him about your character. For a tantalizing taste of Dansky's inimitable insights, read his recurring column on the UbiBlog ("The Write Stuff") and follow him on Twitter: @RDansky

Wednesday, January 7, 2015

Build your own_Magnum Opus Crosswords (formerly Crossword Express): Word, Number and Logic Puzzles

http://www.crauswords.com/

Magnum Opus is a program which you can use to create all of the word, number and logic puzzles included in the following:-
 Crosswords 
 Freeform 
 Acrostic 
 Akari 
 Codeword 
 Domino 
 Doublet 
 Fillin 
 Fillomino 
 Futoshiki 
 Gokigen 
 Kakuro 
 Ladderword 
 Kendoku 
 Minesweeper 
 Letterdrop 
 Pyramidword 
 Roundabouts 
 Sikaku 
 Sixpack 
 Slitherlink 
 Sudoku 
 Tatami 
 Tents 
 Wordsearch 
  • Automatic construction applies to all puzzles, and in some cases you can also use manual construction.
  • Solve the puzzles interactively using the integrated Solve functions.
  • Print the puzzles directly to the printer, or to PDF files.
  • Export the puzzles to graphics files having the following formats BMP : GIF : JPG : PNG
  • Export the puzzles to the system Clipboard ready for pasting into your preferred WP or DTP application.
  • Six of the puzzle types can be exported to Web Application files which allow you to publish your puzzles interactively on your web site.
  • Magnum Opus is free. No payment is required.
 LEARN MORE 

Use this link to download a FREE copy of Magnum Opus.
Magnum Opus Version : 20140822
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 to get your free copy NOW! 

Thursday, August 28, 2014

Adult women are now the largest demographic in gaming By Aja Romano on August 25, 2014

http://www.dailydot.com/geek/adult-women-largest-gaming-demographic/




Congratulations, gamer girls—you're officially at the top of the food chain when it comes to games. A new study released by the Entertainment Software Association has revealed that adult women now occupy the largest demographic in the gaming industry. Women over 18 made up a whopping 36 percent of the gaming population, followed by adult men at 35 percent. 

Teenage boys, who are often stereotyped as the biggest gamers, now lag far behind their older female counterparts, making up just 17 percent of the gaming demographic.

The picture that emerges from the study is one of expansion across the board. More people are playing more games of various genres across more platforms, with social games on mobile and casual games on PCs emerging as huge leaders. 

According to the study, last year saw a significant boom in women over 50—their numbers jumped by a whopping 32 percent between 2012 and 2013. The study also revealed that 59 percent of Americans play games, with gaming consoles present in 51 percent of all U.S. households. 

All of that means that stereotypes are breaking fast in the gaming industry, particularly the longheld stereotype of the adult woman as an outlier who sticks to mobile games and "social" games on Facebook while the more hardcore gamer, the "serious" (male) gamer, goes for console games.

Though this stereotype has long persisted, and even been used as a hiring tactic, the new data suggests there's little if any truth to it—especially not when you consider that the average adult woman has been gaming for 13 years.

Sorry, male gamers of Reddit and 4Chan, but Angry Birds only came out five years ago. 

Unless you want to try to argue that women have just been playing Bejeweled for the last 13 years, the math just doesn't add up. 

And while the total audience for mobile social games is now bigger than ever, the audience for computer and video games is now an even 50-50 split between male and female genders.

Screengrab via The ESA

So what games have women been playing all these years, now that we know they haven't just been wasting time trying to get their Facebook friends to give them free lives on Candy Crush

Casual computer games, mostly. The report ranks online and mobile puzzle games, board games, trivia games, and card games as coming in second to the boom in social games, which more than doubled in popularity between 2012 and 2013.

Meanwhile, action and first-person shooter games continue to be the top sellers in video games, with Grand Theft Auto and Call of Duty ranking as the bestselling video games of 2013. For computer games, Starcraft II and The Sims franchise gobbled up the top 10 computer game titles, with Sims titles consuming eight of the top 12 computer game titles sold last year.

The study also took a close look at parental behavior regarding monitoring the gaming activity of their teens and children. The study indicated that parents seemed deeply engaged when it came to monitoring the kinds of games kids played. Additionally, 47 percent of adults who play games with their kids said they do it because they love gaming as much as their child does.

And it's easy to see why. While the study didn't assess the age or gender demographics of specific games, the titles of the bestsellers attest to the diversity of the games themselves: Pokemon XFinal Fantasy XIVNBA 2K14. Bioshock Infinite. World of WarcraftJust Dance 2014.

Whether you play Diablo or Pet Rescue, you can rest assured that you're in good company. 

View the whole study online here.
 
H/T PBS; Photo via Wikimedia Commons; CC BY SA 3.0