My Theory for a Formula for Writing Narrative for Electronic Games
Start by preheating your preferred game console to cooking temperature. In a bowl, mix one part elements that cannot be controlled and are building towards plot points (the moments the story is hinged) and ultimately the climax; add another part simulation in an open world that incorporates elements that must be monitored and balanced by the player; add one cup of a singular, well-defined and unique character for the player to control; and finally mix in some originality. Avoid dialogue and cut scenes. When in doubt, add blood but strive to use healthier ingredients whenever possible. Bake without worrying as to quality of graphics, but do monitor playability through user testing. Makes multiple servings if done well and should leave player thinking about the game mechanics AND the story long after the console has been turned off.
Easier said than cooked.
Well, that goes without saying.
Does it go without saying? I agree strongly with a lot of what Charles says here, but why do so many mainstream dev teams not seem to think like this? I’m still playing Mass Effect (it’s short but I’m super busy), and I’m formulating a short essay about game narrative that I hope to post here one day before I die. It seems that BioWare would disagree with a few of Charles’ points, yet the game works on so many levels (and fails completely on others for those very reasons). As far as the “mainstream” goes, it seems that Valve has nailed it.
My Theory for a Formula for Writing Narrative for Electronic Games: Hire Erik Wolpaw.
I think it’s even simpler than that: hire ACTUAL WRITERS. You know, the kind that would be paid to do it even if it weren’t for a game?
Also, this post isn’t by me, it’s actually by Charley Miller. Having 3 guys named ‘Charles’ frequent this site is going to get confusing…
speaking of adding 1 part originality… cooking metaphors?