Tag Archives: Video Games

Of Course No One’s Paying Attention: Subtlety and Narrative Design in Video Games

One challenge writers face when moving from traditional media into video games is learning what, exactly, qualifies as “subtle” in the new medium. What works as a understated plot thread or gentle foreshadowing in a film or novel won’t necessarily work in a video game; and rather than examining why, it’s easy for a new writer to dismiss game narratives as obvious and hamfisted. (Many are, of course–there’s a difference between understanding a theory and executing it well.)

I’m speaking from experience, here–I had a hard time learning how to present anything subtly in games. Below, I try to save someone else from going through what I did. Continue reading

The Imperial Agent, Inspiration, and Science-Fiction Espionage (Part 1)

I wrote the Imperial agent for Star Wars: The Old Republic because nobody else wanted it.

That’s not actually true, of course. There were other writers who were interested and willing to take on the task. But as it happened, they were more interested in other classes while I was most interested in the odd duck of the lot–the one class that didn’t correspond in a neat, one-for-one fashion with a classic Star Wars archetype. Continue reading

Eight Ways to Accommodate Violence in Action Game Stories

You’re making a first-person shooter or a third-person action game. Your gameplay centers around combat, but you don’t want your protagonist to come across as the sort of person physically and psychologically capable of massacring hundreds over the course of a day.

That’s okay! I’d love to see more nonviolent games, but violence is exciting, dramatic, and we know how to support it with solid game mechanics. Here are eight simple options to help keep your protagonist from coming across as a monster–just the first eight that came to mind, but I’m sure you can think of others. Some of them can work in combination while others stand alone. Some focus on game mechanics, some focus on art, and some focus on writing. But most–so long as they’re considered early on–are pretty easy to build a game with. Continue reading

Forthcoming Project Roundup and Convention Appearances (February 2013)

A few folks have asked what I’m working on currently. Unfortunately, non-disclosure agreements prevent me from saying much–I’m actively doing more video game writing and having a grand time of it, but I can’t go into details yet. Non-video game projects (some creator-owned, some not) are in a similar boat or still in the exploratory phase, and I’d rather not announce anything without a firm publisher commitment.

But I’ve still got some items in the pipeline. Here’s a handy list of things that will be out shortly: Continue reading

Why It Worked: Wing Commander II

Will I drive off my newly forming audience by waxing nostalgic and overanalyzing a twenty-year-old game? Or are there insights to be gleaned here about the simple interactions between story and gameplay? Consider this a beginner-level essay on game narratives.

At the start of his 1991 review of Wing Commander II: Vengeance of the Kilrathi, Alan Emrich wrote in Computer Gaming World #88:

For several months now, Wing Commander has reigned as the number-one game, as rated by this magazine’s readers. Clearly, there must be a lot “right” with this game. Even though Wing Commander is, at least at its most basic level, something of a glorified arcade game, there is also something that sets it apart. Perhaps it is the inclusion of a believable, evolving storyline, full of sympathetic comrade characters and vain, vile villains that bring a certain je ne sais pas.

He was absolutely right. Wing Commander was a fantastic game by any measure, but it was an attention to narrative that propelled it into its position as a multimedia franchise. The game would spawn numerous sequels, expansion packs, spinoffs, novels, an animated series, a feature film… some better than others, admittedly, but the quality of the core series started high and remained so.

In 1991, Origin Systems (shortly before the company’s acquisition by Electronic Arts) published Wing Commander II: Vengeance of the Kilrathi, which would prove to be one of the franchise’s high points. With the exception of adding then-rare voiceover content in a limited number of places and the sheer quantity of cinematic sequences, it is not an especially innovative game from a standpoint of storytelling mechanics. The dialogue, while more than acceptable for its time, reads as less-than-stellar today. But it is a game that excelled at the execution of its story, particularly in how its narrative elements supported and bolstered the game’s mechanics–and how the mechanics and mission design, in turn, supported its story.

It is, in short, worth examining as a case study. Let’s talk about why it worked. Continue reading