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Guest Post from Richard Dansky: The Interesting Thing About Writing For Video Games"¦

Dansky dinosaurThe second-most interesting thing about writing for video games is that odds are, the bulk of the writing that you’ll be doing will have very little to do with the “main” plot and its showier expressions. Yes, there is dialog to write and there are cut scenes to script and they are shiny and sexy and cool, but the thing is, a player’s only going to run across those lines and those scenes once as they advance through a game’s storyline. On the other hand, if they’re playing, say, a first person shooter, they’re going to encounter the so-called systemic dialog about shooting (and getting shot, and needing to reload, and needing to get the hell out of the way of an incoming grenade) rather more frequently than that. And, that in turn, means that you’re going to be spending a lot of time working on those lines, and generating a lot of them. You’re also going to be writing things like story documents, and character writeups, and team documents, and a dozen other things that aren’t the sexy bits with explosions that everyone thinks of when they think of game writing.

And that’s perfectly cool. Because those aspects of the gig require just as much craft and care as the more obvious ones, which means developing a whole new set of tools to make sure you get them right. Don’t believe me? Then go play a game where the systemic stuff didn’t get that tender loving care – where they didn’t produce enough variants so you hear the same lines coming from dozens of different enemies who probably shouldn’t be comparing notes with one another – and see if that starts getting annoying after a while. Better yet, find a game with one jarringly out of place systemic line and see if that doesn’t turn into the equivalent of nails on a chalkboard long before you’ve picked up all of the game’s achievements. (Trust me. I was kind of responsible for one of those.)

So, yes. There’s an awful lot of game writing that most people don’t really think about that’s necessary and intricate and hard work, and if you’re good at that you’re worth your weight in gold.

But that’s the second-most interesting thing. The first is that you’re not actually writing the story. Your protagonist is not the hero. And your version of how things are going to happen is going to crumble in the face of an irresistible force: the player.

Because in games, the player is the hero. It’s the player who makes every decision so that their particular journey through the game is unique to them. Even the little stuff – deciding when to reload or change garments or duck instead of sprinting – personalizes their experience in a way that defies the cast-in-stone progression of other narrative forms. Which means that as a game writer, you’re writing the stuff that the player turns into the story through their interaction with it. The wittiest dialog, the coolest cut scene, the most interesting plot twist – they all sit there, inert, until activated by the player’s interaction with them. Then and only then do they become part of that player’s story, a story that inevitably starts with the word “I” (and not “Lara Croft or “Sam Fisher” or “Pac-Man”) when it is told to friends later.

That’s a hard thing to grasp sometimes. The urge is to want to tell our stories, to tweak the timing and hone the experience so that everything’s sparkling and perfect and immutable. But that doesn’t work in a space where players are the reason the whole shebang exists, and while you may want your narrative elements to draw them forward, forcing them to do the same is liable to get some pushback.

And make no mistake, game players do love their story. Look at the uproar over the ending of Mass Effect 3 – that was about player investment in game characters and story,. Look at the love for games as wildly diverse as Gone Home and The Last of Us and Kentucky Route Zero and the utterly insane but brilliant DLC Gearbox put out for Borderlands 2. The writing in all of these games is something players want to experience; they just want to experience it in a way that makes it theirs, something they did instead of something they read or heard or watched.

And this is so much of what makes writing for games fun. It’s seeing that moment when the player inhabits your words, picks them up and makes them their own, that makes the crunches and the meetings and the endless, endless iterations of “Arrgh, he shot me” more than worthwhile.

Which reminds me, there’s a third really interesting thing about writing for video games. But that’s another story entirely.

Bio: Writer, game designer and cad, Richard Dansky was named one of the Top 20 videogame writers in the world in 2009 by Gamasutra. His work includes bestselling games such as Tom Clancy’s Splinter Cell: Conviction, Far Cry, Tom Clancy’s Rainbow Six 3, Outland, and Tom Clancy’s Splinter Cell: Blacklist. He has published six novels and the short fiction collection Snowbird Gothic, and is currently hard at work as the developer for the 20th Anniversary Edition of classic tabletop RPG Wraith: The Oblivion. Richard lives in North Carolina with his wife, statistician and blogger Melinda Thielbar, and their amorphously large collections of books and single malt whiskys.

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

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Guest Post: Ping-Pong, Spin, and Third-Ball Attack (Or, Why Dialogue Gets Boring and How to Fix It) by Gregory Ashe

Have you ever read dialogue like this?

     "We'll need the Spear of Glorgon to kill the Pit-Fiend Czhnarboth."

     "Yes, we will. Do you know where the Spear of Glorgon may be found?"

     "Sadly, it was lost centuries ago in the Empire of Cardel."

     "Then finding it will be the ultimate test of our powers."

     "True, and surely the gods of light will favor us."

One of the most common reasons dialogue gets boring is that it turns into a type of conversational ping-pong. Speakers volley lines of speech back and forth at each other. Each serve is neatly and appropriately returned. You’ve probably played a game or two of ping-pong like that yourself.

Think about the first time you ever picked up a paddle (in my mind, you’re in your uncle’s shag-carpeted basement.) You’re immensely proud of yourself for just getting it back and forth over the net. But it is also, effectively, a kind of stalemate””the ball goes back and forth, but nothing changes. And, after a while, it’s boring.

But a professional game of ping-pong, when you watch talented, competitive players? Not boring at all. After talking to ping-pong players and reading about the game, I think I know one reason why.

More than once I’ve come across the phrase “ping-pong is a game of spin.” If volleying the ball back and forth is the beginner level, then spin is at the heart of competitive ping-pong. It alters the movement of the ball so that the predictable becomes unpredictable. It’s what makes play volatile, explosive, unexpected””interesting.

Spin has the same effect in dialogue. It’s basically what it sounds like: a turn, a twist, a deviation.

The problem with ping-pong dialogue is that it’s so predictable: everyone stays on topic, everyone responds to the questions they’re asked, everyone provides accurate information. Dialogue with spin, in contrast, goes in unexpected directions. Since one of the reasons readers read is because they want to know the answer to a question, dialogue with spin draws readers into a story by raising (and partially answering) new questions.

How do you generate spin? A few ways, actually. Let me offer you three.

Give your characters an agenda.

When each character in a conversation has an agenda, it means that they have a goal””and, since you’re a talented writer and you have conflict bred in your bones, you know that these characters have different goals. Those goals help produce spin as each character attempts to steer the conversation toward their desired end. If, for example, you are working on dialogue between an exhausted detective and an amorous witness, you might have a great deal of fun as their competing agendas inflect their conversation in different ways.

Allow for subtext.

While subtext often naturally arises from giving characters an agenda, the two are not interchangeable.

Subtext is the text around and behind and between the words””the text that never makes it into text. When a character says exactly what they want, you’re dealing with on-the-nose dialogue, which is the clinical condition of having zero subtext. Subtext is about hidden meanings, unverbalized desires, buried insults.

To extend the example above, let’s imagine that our amorous witness is married and can’t directly proposition the detective. The spoken conversation might be exclusively about the crime, while the subtext might be the unspoken thrust-and-parry of an attempted seduction.

Employ “No” Dialogue.

I find this technique to be a great deal of fun. It’s exactly what it sounds like””one character wants something, and the other refuses to give it to them. The fun comes in finding ways to make the refusals””and there should be a number of them””indirect and distinct, without the character repeating themself. Often, this becomes part of both the competing agenda and the subtext; the three work together beautifully. In our example, perhaps the amorous witness is also the police chief’s romantic partner, and the detective’s refusals must be firm but indirect enough not to humiliate and enrage the witness.

Bonus technique: Third-ball Attack

To wrap-up our ping-pong analogy, I’d like to offer you one more idea: the third-ball attack. In ping-pong, this refers to a strategy that goes like this: Player A serves the ball (ball #1), Player B returns it (ball #2), and Player A attacks (ball #3).

Think of this as both a heuristic””a rule-of-thumb diagnostic””and as a technique. If you’re writing dialogue, and you can tell it’s starting to drag, look at the first three lines. If the first three lines are ping-pong dialogue, the likelihood is that the rest of the conversation is, too.

You can break it up by turning that third line into an attack: give the dialogue stakes no later than the third line. One character makes a difficult request, issues an ultimatum, attempts a threat, initiates a seduction””whatever it is, it has to commit them to a risky course of action so that, succeed or fail, there are consequences.

Final Considerations

Is the sky the limit with spin? Not exactly. There’s a point of diminishing returns, even a point where it becomes counterproductive. Too much spin produces conversations that are hard to follow (whether because of non sequiturs, or because they break genre conventions, or because they become illogical or incomprehensible). These all threaten to alienate the reader. More spin is not necessarily better.

The important things to remember? Ping-pong bad. Spin good. If nothing’s happening, third-ball attack. And remember, just like real people, fictional characters are rarely as good at communicating as they think they are.

What kind of dialogue bores you to sleep? What are your go-to strategies for pepping it up? Who writes your favorite dialogue? Share some examples and tell us why!

Want to improve your dialogue even more? In January 2023, Gregory will be teaching the Odyssey Online class, Angled Dialogue: Crafting Authentic-Sounding Dialogue to Convey Information, Escalate Conflict, and Advance Character-Driven Stories.

Odyssey Online classes combine deep focus, directed study, intensive practice, and detailed feedback to help students learn how to best use the tools and techniques covered to make major improvements in their fiction.

Apply by November 21 at odysseyworkshop.org!

BIO

Gregory Ashe is a bestselling author and longtime Midwesterner. He has lived in Chicago, Bloomington (IN), and Saint Louis, his current home. He primarily writes contemporary mysteries, with forays into romance, fantasy, and horror. Predominantly, his stories feature LGBTQ protagonists. When not reading and writing, he is an educator. He is a graduate of the Odyssey workshop and has returned to teach there. For more information, visit his website: www.gregoryashe.com.

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Guest Post: Kyle Winter on The Power of Passive Representation

Treading the waters of diversity is tricky because we never want to disrespect the struggles that women, people of color, the LGBTQ community, or others have had to endure. As writers, we often want to include people like this in our stories because their stories are powerful and can make a difference. This sometimes manifests itself as ‘the gay friend’ or ‘the black friend’ or if you’re really batting for a home run ‘the gay black friend’. This character is great for diversity. He shows that those people exist and that we shouldn’t be afraid of them. But over time, if we see the gay black friend over and over it creates a subliminal message that all gay black men behave a certain way, and that can damage the community. I think we should allow those characters to break the mold and keep it to themselves.

Gender identity, skin color, and sexual orientation don’t affect your ability to do things. Period. There’s no reason a gay man can’t be a hardened combat veteran and there’s no reason a straight man can’t enjoy ballet. The fact that we use these stereotypes reflects our perceptions of society. It acts as a shorthand for the reader / viewer to go “Oh, he’s the gay guy, I get it!” and we can immediately paint a picture of who that person is without digging any deeper. While it’s great to include someone like this in your story, you may actually do more harm than good by treating them this way. Why? Because you’re adding to society’s confirmation bias. If every time someone sees a gay man on TV or reads about them in a book and they behave like a giddy teenage girl, then we will continue to think that’s how all gay men behave. Not that there’s anything wrong with a flamboyant personality, but it can be an oversimplification of the gay community.

What if, instead, we put a gay man in a position of power? The NBC show Brooklyn 99 does this with the character Captain Raymond Holt. He’s a stoic, calculating man that comes off cold but everyone loves him anyway. Just because he lacks flamboyance doesn’t make him any less gay. He still has a pride flag on his desk and there are many episodes with his husband, but he’s not treated any different because of his sexual preference. Yes, there are some episodes about his struggles as a gay black man in the NYPD because that is a story worth telling, but his skin color and sexual orientation never interfere with his ability to perform his duties. That’s because they literally have no bearing on his performance, and his entire team treats him the same as they treat everyone else. Imagine the impact that has for people who have never met a gay man like him. For some people, it never occurs to them a gay man could behave that way. For some people, that character is eye-opening and possibly life-changing.

Wizards of the Coast, a gaming company that owns Dungeons & Dragons and Magic: The Gathering (among others), often portrays people of color as their flagship heroes. They even have several prominent non-binary characters, which they’ve supported despite friction from some members of the community. Imagine the impact when someone who’s never played one of these games, in an industry that has traditionally been dominated by white dudes, thumbs through one of the rule books and sees a heroic character that looks like them. The imagination stirs as we consider the possibilities of being that character. It makes us feel like we could be part of that adventuring group, part of the epic story that will be written as a legend in years to come. All because of some simple artwork!

Placing these characters front and center, without necessarily making their differences the focus of the narrative, can have a profound effect on society. By having these characters represented in our stories we are saying, “This is how life is, these people exist and they don’t need to be treated any different than you or I.” This silent diversity becomes powerful representation for these communities. It reinforces the idea that we are all equal. If a child sees a hero that looks like them on the cover of a book, or on a movie poster, it tells them they could be that hero. It tells them there are other people with their unique traits in the world and that those people can accomplish great things. It tells them they aren’t alone.

Does this mean you can’t tell a story about a person of color’s struggles? Of course not. Am I suggesting that a woman’s climb to the top of her field isn’t worth hearing about? No. I’m saying that if we fast-forward through the struggles these people face every day and portray them as successful heroes then maybe society will treat them like heroes. In the end, we all want equality. We want a world where our gender identity, skin color, sexual preference or any other part of our being is accepted without a second thought.

Why not nudge society in that direction by telling stories where that is already true?


Headshot of Kyle WinterBIO: Kyle Winter is an author who is terrible at writing about himself, especially in the third person. He considers himself a genre-fluid author, dabbling in science-fiction, fantasy, pulp and others. He is an avid gamer, whether it be video games, tabletop RPGs, miniatures, board games or card games nothing is safe. For the past nine years he has routinely gotten beat up at his Brazilian jiu-jitsu classes and enjoys every second. You can visit his website www.TheKyleWinter.com or connect with him on Twitter @TheKyleWinter.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines. Or if you’re looking for community from other F&SF writers, sign up for the Rambo Academy for Wayward Writers Critclub!

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