video game writing

It Takes a Villain

I’ve worked on a couple games now that were fairly late stage and required complete rewrites; repurposing pre-existing events or assets. The major thing these games had in common was the lack of a clear villain.

There are a lot of ways games differ from books or movies, but one of the most significant (for a writer) is that you’re not in control of the main character. You can’t control how the player feels, you can’t guarantee the player will notice a specific detail (unless you use a cutscene, which can be problematic in itself).

Usually the main character drives a story. When you can’t use that main character that way… Well, it’s pretty easy to lose direction. The story is directing itself according to the needs of the developers, not the needs of the main character. Which means it won’t feel compelling.

A villain, however, focuses a story admirably. Or it can, if you introduce the villain early enough, establish his villainy, and give him something to want. He can force the player’s hand, to some extent. He can set up ambushes, he can spy on you, he can hire someone to poison you, he can mind control the King… He can have a story. His actions can follow an internal logic and that, in turn, can make a story feel real.

Often newer writers try to be too coy with their villains. They try to hide them until the end, so it’s a surprise. Problem is that you have no reason to hate the villain if you didn’t realize he was the one causing your problems. You need to show him, or someone directly connected to him, kicking puppies pretty early on.

Ernst Blofeld, Bond Supervillain

It’s easy to hate someone who kicks puppies. It’s easy to believe the corrupt sheriff is working for a shadowy crime boss. You may not actually *see* that crime boss until late in the game, but so long as you know he exists and you can connect horrific acts with him, it works. Think of the tiers of villains in a James Bond movie. Minor guy leads to major guy.

It’s worth noting here that not all stories require a villain. However, epic adventure games? They do.

I may try starting with the villain for the next story I write. It would be different.

Crunch Time

I’ve never been in crunch before.

It’s not that different from grading marathons back at USC for final portfolios. The department would gather us up, stick six to ten of us in each room in the building, and make us grade all day. Each student portfolio needed to be graded by two teachers. So we spent something like 8 or 9 straight hours grading and eating donuts. Because if you’re going to stick people in a room all day and make them read frosh papers, you need to drug them somehow, and sugar is the most popular of the legal drugs.

I can’t speak for other gaming companies, but at Cryptic it feels a lot like that. Sometimes even with the donuts. We’ve been crunching for the last week and a half in anticipation of a visit from WoTC (the folks who own the Forgotten Realms/D&D IP we’re licensing). I have no idea what’s actually riding on this, but I know that our EP wants to show them something awesome. Which we can probably do. There’s lots of awesome stuff in the game, it’s just making it all run together smoothly.

So a lot of us came in last Saturday (which was actually kind of fun – I realize this is probably just the novelty of it, and that it will wear off soon). Most of us are staying late working to get things in game. I’ve been doing text passes on the tutorial and the subsequent four miniquests and one mainquest (mainquest is about 3 or 4 times as big as the minis, on average).

The crazy making part, for me, is that I never get to finish a zone. I’ll be working on the tutorial, say, and the designer will need it back to fix something (an FSM – which is what directs the complicated movements of the NPCs, or a cutscene, or what-have-you) and I’ll have to check the tutorial back in half done. I’ll start working on the first miniquest and be 3/4 of the way through that, and then the tutorial will be available. And the tutorial is higher priority, right? So I’ll go back to that, and check in the miniquest only partially finished. Rinse, repeat.

At the moment, I still have to edit a cutscene in the tutorial, and then finish one last miniquest and the mainquest. And it’s Thursday.

And the WoTC visit is Monday.

And FogCon is this weekend.