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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.

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.

This was a guest blog post.
Interested in blogging here?

Assembling an itinerary for a blog tour? Promoting a book, game, or other creative effort that’s related to fantasy, horror, or science fiction and want to write a guest post for me?

Alas, I cannot pay, but if that does not dissuade you, here’s the guidelines.

Guest posts are publicized on Twitter, several Facebook pages and groups, my newsletter, and in my weekly link round-ups; you are welcome to link to your site, social media, and other related material.

Send a 2-3 sentence description of the proposed piece along with relevant dates (if, for example, you want to time things with a book release) to cat AT kittywumpus.net. If it sounds good, I’ll let you know.

I prefer essays fall into one of the following areas but I’m open to interesting pitches:

  • Interesting and not much explored areas of writing
  • Writers or other individuals you have been inspired by
  • Your favorite kitchen and a recipe to cook in it
  • A recipe or description of a meal from your upcoming book
  • Women, PoC, LGBT, or otherwise disadvantaged creators in the history of speculative fiction, ranging from very early figures such as Margaret Cavendish and Mary Wollstonecraft up to the present day.
  • Women, PoC, LGBT, or other wise disadvantaged creators in the history of gaming, ranging from very early times up to the present day.
  • F&SF volunteer efforts you work with

Length is 500 words on up, but if you’ve got something stretching beyond 1500 words, you might consider splitting it up into a series.

When submitting the approved piece, please paste the text of the piece into the email. Please include 1-3 images, including a headshot or other representation of you, that can be used with the piece and a 100-150 word bio that includes a pointer to your website and social media presences. (You’re welcome to include other related links.)

Or, if video is more your thing, let me know if you’d like to do a 10-15 minute videochat for my YouTube channel. I’m happy to handle filming and adding subtitles, so if you want a video without that hassle, this is a reasonable way to get one created. ???? Send 2-3 possible topics along with information about what you’re promoting and its timeline.

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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

~K. Richardson

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Guest Post from Pete Sutton: On Crowdfunding North by Southwest

Cover of north by southwest
In February 2014, at a North Bristol Writers meeting I said “We should write an anthology!” which was greeted by enthusiasm by all present. Writing the stories was the “˜easy’ part; how would we get it published?
In 2014 The North Bristol Writers created an anthology and successfully funded it via Fundsurfer. The book is now available to buy in eBook and paperback from Tangent Books & Amazon worldwide.

North by Southwest is an anthology by ten writers. The tales are mainly set in Bristol and are an eclectic and unlikely series of journeys through landscape and story. These are all new stories, never before published, and show great variety. Here lies the strength of the book, showcasing as it does the work of the writers after a year or so of collaboration.

Bristol is a vibrant, creative city and the tales here are infused with that energy. Bristol has had such a great effect on transport through the ages ““ it’s an airplane city, a railway city, and a port city ““ so naturally such themes recur, as does the theme of “˜North’.

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In February 2014, at a North Bristol Writers meeting I said, “We should write an anthology!” which was greeted by enthusiasm by all present. Writing the stories was the “˜easy’ part; how would we get it published?

A few friends had run successful Kickstarters and we toyed with the idea of crowdfunding but weren’t sure how to start. Then I had a chance meeting at a reading evening (the much missed Small Stories) with another writer ““ Amy Morse http://www.amymorse.co.uk/ who had just successfully funded her novel Solomon’s Secrets via a funding platform I’d not heard of ““ Fundsurfer, which is a Bristol based crowdfunding platform, very similar to Indiegogo and Kickstarter. I invited Amy along to a North Bristol Writers meeting to talk about her experience and after her talk we determined to use Fundsurfer. Mainly because Fundsurfer was local and the stories were mostly set locally.

Christmas Steps by Pete Sutton. Art by Claire M Hutt
Christmas Steps by Pete Sutton. Art by Claire M Hutt
We got on with writing the stories and recruiting local artist Claire M Hutt to do the cover and illustrations. Claire was a key addition as we could use her art for pledge rewards. I had a couple of meetings with the Fundsurfer guys, who were super helpful and also with local publisher Tangent who were going to facilitate the publishing process.

We budgeted for Typesetting, Design, Printing and postage & packing then set up the Fundsurfer page. The most difficult bit was making the video, no-one in the group had any experience of making videos. We recorded a few hours of footage and in the end I only used the audio from it.

We launched the Fundsurfer at the end of October 2014 at BristolCon, who very generously donated several sets of tickets for the 2015 Con that we could use for pledge rewards, and set it to run for until mid-December.

Friends who’d had successful crowdfunding campaigns gave some great advice. The best piece of advice was “build the crowd, then the funding” so we had spent a while telling everyone we could think of that the book existed and needed funding. So that when we launched the Fundsurfer campaign a lot of people already knew about it.

I’ve mentioned a couple of rewards already and obviously the rewards and the levels are key to the success of the project. We started with a long list of about fifteen rewards but with the advice of “˜less is more’ from the Fundsurfer guys we whittled them down to seven. Apparently it’s like the way people choose wine, some will go for the bargain basement (but in fact we had very few go for the lowest reward level) some will go for the mid-range and some will go for the top range. The majority of people will go for the mid-range. So having a range of rewards is more important than having a variety of awards. We budgeted for a certain number of physical copies and worked out the likely number for P&P. P&P kills many crowdfunding campaigns & is something you need to give careful consideration to!

We got some nice publicity from Bristol 24/7 and a very entertaining “˜celebrity endorsement’ from local writer Jonathan L. Howard.

With 10 writers, an editor and an artist involved we thought that funding would work out if we could all get a few friends & family to pledge. It was still a nailbiting few weeks as the project slowly accumulated the funds; slower than I would have liked. We reached our funding goals a few days before the project was due to end and got pretty much what we asked for, getting just £62 over our goal.

Often it felt like all those times in school when you tried to get money out of people for doing a sponsored walk, or similar. We mainly sold it as a pre-order for the book, but potentially didn’t set expectations well enough, that once we had the funding the process of getting the book published would begin, and as we all know, everything in publishing takes a lot longer than you think. However the actual process has been very smooth, thanks to Tangent. All the funders have now received their eBook and the print book is imminent. We are looking to have a local launch and have started planning our next anthology.

Would I crowdfund again? It’s a very viable way to fund a project but it does rely totally on people’s goodwill and it is a lot of hard work. The amount of people who will “get round to it” is very large and there is an inevitable amount of nagging, which I didn’t like at all. However we were successful and it was the most equitable way of creating the book.

Pete SuttonBio: Pete Sutton is a UK writer and blogger, one of the organisers of Bristol Festival of Literature and contributing editor to Far Horizons magazine . He is a contributor to the Naked Guide to Bristol and you can read his latest published story ““ The body in the lake in Fossil Lake 2 published by Sabledrake Enterprises.
Follow him on Twitter as @Suttope and read his blog here: http://brsbkblog.blogspot.co.uk/ & his website here: http://petewsutton.com/.

Want to write your own guest post? Here’s the guidelines.

#sfwapro

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: Michael Mammay on Reading Outside the Genre

Stephen King said, “If you want to be a writer, you must do two things above all others: read a lot and write a lot.” I don’t know many pro writers who disagree with him. We might debate how much reading is enough, and I think a lot of us struggle to find time for writing, reading, and the myriad other things we have to do to live. To me, that competition for time makes the time that I do have to read more important.

I’m a science fiction writer. Right now, I write military sci-fi thrillers. My debut novel, PLANETSIDE, came out in 2018 and the sequel, SPACESIDE, released in late August. I think it surprises people when I tell them that the biggest influence on PLANETSIDE was GONE GIRL, by Gillian Flynn. If you happened to have read both, you’re probably thinking to yourself”¦but wait”¦PLANETSIDE is nothing like GONE GIRL.

Of course it isn’t. Yet, here we are.

It was late 2014 and I’d just given up on a fairly bland fantasy novel I’d written in third person from three different points of view. It wasn’t exactly *bad* but it definitely wasn’t good enough. I’d had a kernel of an idea for this science fiction book in my head since I got back from Afghanistan””just a few notes that I’d jotted to myself while deployed””but I had no real plan to do anything with it. I was a bit burned out and had taken a few weeks off from writing. As I often do, I used that time to read. A critique partner of mine had just read GONE GIRL and recommended it. I read one chapter and I was hooked”¦the voice just exploded off the page.

That was it. That story idea in my head”¦it needed to be told in first person, and it needed a lot of voice. I sat down that night and wrote a short first chapter (that has subsequently been deleted) and sent it off to my most trusted readers. They loved it. They wanted more. Fast forward nine weeks and I had a first draft.

The influence didn’t stop there.

I didn’t start out to write what I did. In my mind, PLANETSIDE was going to be military science fiction. It’s set in a military science fiction world, and that’s how we market it (mostly), but I was as surprised as anyone when it turned into more of a mystery. I’ve come to love my twists. My hope when you sit down to read one of my novels is that I throw something at you that you don’t see coming. And who does that better than Gillian Flynn? Maybe Nelson Demille in THE GENERAL’S DAUGHTER, which was another influence.

Even the voice of my main character owes some of its origin to mystery, taking a big cue from noir. I love Kristen Lepionka’s mysteries”¦I think we employ similar voice. I don’t think a reader has to be a noir fan to enjoy it, but I think taking elements that are fairly standard in one genre and translating them into another can feel fresh. We know a lot of the tropes of the genres we read most”¦and we love them”¦that’s why we read the genre. I think sometimes flipping the script on those tropes can be interesting too.

I’m not saying to avoid reading in your own genre. Not by a long shot. I probably read three books in sci-fi or fantasy for each one I read outside. But there are writers doing great things in every genre. By branching out, you might find something for your writer kit bag that you can use in a new way. It just might be the thing that makes your book stand out.

About the author: Michael Mammay is a science fiction writer. He is a retired army officer and a graduate of the United States Military Academy. He has a master’s degree in military history, and he currently teaches American literature. He is a veteran of Desert Storm, Somalia, and the wars in Iraq and Afghanistan. His debut novel, Planetside came out in July, 2018, and was selected as a Library Journal best book of 2018. The audio book, narrated by RC Bray, was nominated for an Audie award. The sequel, Spaceside, hit the shelves on August 27th, 2019. Michael lives with his wife in Georgia. You can find him on twitter (at)Michaelmammay or you can visit his website (note: website is michaelmammay dot com…don’t want to include a link in the email for risk of it going to spam)

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