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Videogames

Two views of videogame writing

February 3, 2012 Videogames

Jordan Mechner has a pair of articles looking at videogame writers. David Footman starts off with a look at how [writing games is different than writing movies](http://jordanmechner.com/blog/2012/01/game-writing/):

> Writing for games is different from any other genre. The interactive nature of the story demands that the writer fully understand the term “Gamer Experience.” In the last five years, I’ve heard this term come up in game story discussions more and more. It’s a powerful concept, and once understood, it not only changes the way a writer approaches narrative, but the gamer experience can change depending on the genre of game you’re working on.

> RPGs are the extreme example of how a game story can be unique to each player, but even on RPGs we don’t have the money or time to build more than three or four splines for the story. In a linear action adventure game, the degree of “unique experience” is much less. Still, every player wants to feel like they’ve had a unique experience. We don’t just provide an illusion of this -— we now have systems in place that make this a reality, like systemic scripts, dynamic dialogue systems, and perhaps most importantly, user-created experiences that abound in multiplayer, co-op and social games.

> A good writer must be focused on creating narrative systems that tell the player’s story, not their own. It’s an important distinction.

Richard Dansky follows up with what he’s looking for when he [hires a game writer](http://jordanmechner.com/blog/2012/01/game-writing-2/):

> A good game writer understands that the game isn’t about them, or their story, or their witty dialog. The rest of the team isn’t there to realize their vision, and the player isn’t there to admire their brilliance. The game writer I want to work with wants to collaborate with the team to create the best player experience possible. That means crafting a story that shows off the features that the game is built around — no setting key plot moments on the featureless Siberian tundra for a stealth game, thanks.

Game writing is an odd form. Instead of a single script at the end, you often deliver a patchwork of moments that add up to a story.

Given the tremendous overlap with screenwriting, Craig and I have argued that the WGA needs to step up its efforts to represent videogame writers.

Screenwriting gurus and so-called experts

Episode - 15

Go to Archive

December 6, 2011 Books, Scriptnotes, Transcribed, Videogames

Craig and John look at why the books and seminars purporting to teach screenwriting are generally terrible, trying to reduce the hard work of the craft to a series of formulas and templates.

It’s a rare podcast in which I sway Craig’s opinion whatsoever, but if you listen really carefully, I think he leaves the show just slightly less negative about screenwriting books than he started. It’s all about degrees with Craig.

Plus, we get a visit from the LAPD, follow-up on residuals, and a bit more about unionizing videogame writers.

LINKS:

* [Crime rates in Los Angeles](http://www.wolframalpha.com/input/?i=crime+rates+in+los+angeles) (Wolfram-Alpha)
* Syd Field’s classic book [Screenplay](http://www.amazon.com/dp/0385339038/?tag=johnaugustcom-20).
* Christopher Volger’s [The Writer’s Journey](http://www.amazon.com/dp/193290736X/?tag=johnaugustcom-20)
* Stuart’s [review](http://johnaugust.com/2011/the-writers-journey-mythic-structure-for-writers) of Vogler’s book
* Linda Seger’s [Making a Good Script Great](http://www.amazon.com/dp/1935247018/?tag=johnaugustcom-20)

(Note that none of the books listed above are actually recommended. But we talk about them, so it feels fair to provide links.)

* Intro: [Jem and the Holograms](http://www.youtube.com/watch?v=Oz4QRB25DSI)
* Outro: [Exquisite Corpse](http://itunes.apple.com/us/album/exquisite-corpse/id405127549?i=405127554) by Casey Spooner

You can download the episode here: [AAC](http://traffic.libsyn.com/scriptnotes/scriptnotes_ep_15.m4a).

UPDATE 12-13-11: The transcript of this episode can be found [here](http://johnaugust.com/2011/scriptnotes-ep-15-on-screenwriting-gurus-transcript).

Undervalued simplicity, and WGA coverage for videogames

November 22, 2011 Scriptnotes, Transcribed, Videogames, WGA

John and Craig tackle reader questions about self distribution, pseudonyms, separated rights, and studios’ feelings about international versus domestic box office.

They also explain the fallacy of equating effort in with value out, discuss why the WGA should address sweepstake pitches and coverage for videogame writers, and offer a Kentucky-born 21+ cure for the common cold.

This and more on the thirteenth Scriptnotes.

LINKS:

* Director [Todd Strauss-Schulson](http://ulteriorproductions.com/)
* [Sweepstakes Pitching](http://screenwriting.io/what-is-sweepstakes-pitching/) on screenwriting.io
* Michael Mohan’s [One Too Many Mornings](http://www.onetoomanymornings.com/)
* Kevin Smith’s [Red State](http://coopersdell.com/)
* Edward Burns’s [Nice Guy Johnny](http://www.edwardburns.net/movies/?movie_id=12)
* The Polish Brothers’ [For Lovers Only](http://forloversonlymovie.com/)
* [The Remnants](http://vimeo.com/2755105) on Vimeo
* The domestic/international box office split for [Talladega Nights](http://boxofficemojo.com/movies/?id=talladeganights.htm)
* [Scribblenauts](http://itunes.apple.com/us/app/scribblenauts-remix/id444844790?mt=8) for iOS
* [Elder Scrolls V: Skyrim](http://www.amazon.com/dp/B004HYK8Y8/?tag=johnaugustcom-20) on Amazon
* [Call of Duty: Modern Warfare 3](http://www.amazon.com/dp/B00503E8S2/?tag=johnaugustcom-20) on Amazon
* [Uncharted 3](http://www.amazon.com/dp/B004EQCCI4/?tag=johnaugustcom-20) on Amazon
* Intro: [Pac-Man: The Animated Series](http://www.youtube.com/watch?v=D6IMeouxu3U)
* Outro: [The Elder Scrolls V: SKYRIM Official Trailer](http://www.youtube.com/watch?v=FBd3qYLS4FA)

You can download the episode here: [AAC](http://traffic.libsyn.com/scriptnotes/scriptnotes_ep_13.m4a).

UPDATE 11-27-11: The transcript of this episode can be found [here](http://johnaugust.com/2011/scriptnotes-episode-13-undervalued-simplicity-and-wga-coverage-for-videogames-transcript).

Getting a job in videogames

September 7, 2011 Videogames

Over at Jordan Mechner’s relaunched site, ((If some design details look familiar, it’s because Ryan Nelson helped with the revamp.)) game designer Adam ‘Atomic’ Saltsman looks at the differences between [big-budget and little games](http://jordanmechner.com/blog/2011/09/atomic/):

> Don’t forget that taking a true game design role on a big game is almost impossible. The vast majority of the team, while they all have creative input and the ability to affect the outcome of the game, are largely devoted to producing the game content, not making decisions about the game design.

> Even in a game studio with a thousand employees, only a handful of them will actually work on game design on a daily basis, and they’re probably going to hang on to that job for a while. This is just the reality of it; if game design is the part of making games that you love, making small games is going to be a much better bet, at least for now.

It’s detailed advice with lots of links and examples. Check it out if you’re interested in the playable side of motion pictures.

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