JayPosey.com

Jay Posey

  • Books
  • About
  • Contact

Video Games, Story, and Oxford Commas

December 11, 2013 by Jay

This post doesn’t actually have anything to do with Oxford commas, I just felt like I should put three things in the title for some reason. Also, I prefer to call them video games rather than videogames because I don’t call board games boardgames, but I don’t know what the Accepted Standard is, even though I am a professional Maker of Video Games. Also also, this might be the worst opening to a blargh post in the history of blarghing.

Anyway. It probably comes as no surprise that I’ve played a lot of video games in my life.  And being that I write them for a living, it’s inevitable that conversations arise from time to time wherein people ask me which ones are my favorite, especially from a story/writing standpoint.

In those situations, I always feel pressure to say something clever and insightful which never works because I am neither of those things, and then I end up doing one of three things; I either

a) try to make up some obscure and probably pretentious thing about a really good indie game that I haven’t actually played yet but that I’ve really been meaning to because all my other game-writer type friends are raving about it;

b) fall back on recent classics, like Bioshock, or Portal 2, or Telltale Games’s The Walking Dead, all of which are great and deserve all the praise they’ve received but don’t really add any new information to the conversation;

c) stare blankly with a slight smile on my face that is supposed to communicate my friendly and sincere interest but somehow apparently comes off as creepy which is fine because I DIDN’T WANT TO COME TO YOUR STUPID PARTY ANYWAY

What I (almost) never do is tell the truth.  Because the truth is a terrible, terrible secret.  Which I will share with you, personally, as long as you promise not to tell anyone else.

The truth is, my most favorite stories from games are the ones I told myself while I played.

Don’t get me wrong, I enjoy a well-told story in games, and there are plenty of them out there.  But I can’t think of a story I’ve been told that resonated with me nearly as powerfully as the ones I’ve been allowed to experience on my own.

This will sound crazy (probably because it actually IS crazy), but I have exceptionally fond memories of an old Nintendo game called Break Thru.

It had a story.  At least, according to the back of the box it did.  A secret aircraft had been stolen and it was up to me to BREAK THRU the enemy lines and recover it!

But that was just the box.  What REALLY happened when I played it was far more personal;  I wasn’t recovering an aircraft.  I wasn’t even starting the game at the beginning of the story.  For me, I was playing the last, desperate moments of a daring rescue mission.  I was saving a wounded hostage, someone I loved, against all odds.  I was there alone because I was the only one who cared enough to even attempt a rescue, and I had to do it without support from anyone else.  Just me and my trusty jumping car.  The aircraft wasn’t the goal at all, it was just a means of escape … I was stealing it from the enemy, from their own air base, because that was the only shot I had to get Her home safely.

That’s probably not a story that would appeal to many people, but for me it was the story.

Sid Meier’s Pirates! is another game that stands out; sure there was a framework there, rescuing family members, taking revenge, and so on and so forth, but for the most part, when I was at sea, none of that really mattered.  Sometimes I was just a trader, taking goods from one port to another.  Sometimes I was a pirate hunter, sworn to defend all ships against the scourge.  Sometimes I was a terror to all who dared to sail MY seas.  

Even fighting games weren’t immune.  You have no idea the noble and desperate reasons I fought for in those death pits.  The future I hoped to make,  if not for myself, at least for others who weren’t as gifted and skilled in the Deadly Arts as I was.  I’ll spare you the details because I’m sure they are boring and tedious to you but to me, TO ME, oh the wonderful times I had!

Sometimes as a ninja in Tenchu: Stealth Assassins, I would spend an hour or more sneaking around, silently killing every guard in the compound.  Except for one.  Why?  Because someone had to live to carry forth the message of what becomes of evil men who prey on the weak and helpless, of course.

OF COURSE.

And that, to me, is the true and still mostly-untapped, mostly-misunderstood power of video games; their ability to create worlds and then leave room for players to create their own unique experiences.  They aren’t books.  They aren’t movies.  They’re something else.

Which kind of makes it awkward for me as a game writer.  Because sometimes I’m writing stories and spending the whole time thinking that instead of this cutscene our cinematics director is super excited about with the explosions and the glass flying everywhere and all the porpoises,  maybe what we really ought to be doing is focusing on creating coherent context, and then making sure players have enough meaningful actions in that world to make the kind of difference they want to make.  Leaving motivation up to the player, instead of up to me, as it were.

Fortunately, there are a lot of exciting things going on in the indie game space exploring these kinds of things; Cart Life, Papers, Please!, and several others that I haven’t played yet but I’m totally meaning to play and you should check them out because they are totally awesome experiences, as all of my smarter game-writer friends have told me.  And to be fair, Telltale’s The Walking Dead still is a favorite of mine because even though it’s not my story, I am responsible and accountable for the decisions I make.  The character’s motives are my motives, and I get to help define the kind of person Lee is.

If this were an essay or an article or something, this is where I’d put a tidy closing statement that really brought everything together, and I’d put a nice, neat bow on it.

Sadly, this is just my blargh, so this is all you get.

 

Filed Under: Game Design, Narrative Design, Writing

Quantity vs. Quality

December 11, 2012 by Jay

Sometimes More is Better.  More Money, for example, or More Bacon.

But usually More is just lazy.  Because, let’s be honest (which I always am anyway, honestly, so there was really no need to say that), it’s easier to add More than it is to identify what’s really wrong and possibly, horror upon horrors, take something out that’s already there.

At worst, sometimes More is an excuse.  “Sure, it could be better, but look at HOW MUCH OF IT THERE IS!!!”  That 18-pound block of spicy cheese, for example.

The problem with More is it tends to dilute.  It muddies.  It distracts us from the thing we were trying so hard to accomplish or to communicate in the first place.

Great design is often more about subtracting than adding.  More about removing the things that just don’t quite fit, that don’t move us the direction we need to go, that don’t support or enhance the experience we’re trying to create.

Unfortunately, More is often our default measure of Value.  This book is 26 pages, and that one is 692.  Clearly the first isn’t worth $9.99.  This game takes 30 minutes to complete, and that one over 100 hours.  This salad fits in a bowl, and there’s a whole buffet over there.

But More is rarely an indication of anything other than volume.

So how long should that book be?  Long enough to tell the story, and no more.

Filed Under: Game Design, Narrative Design, Writing

Ideas vs. Solutions

November 28, 2012 by Jay

There’s no such thing as a bad idea.

WRONG.

Actually, lots of ideas are bad.  Using that trampoline to jump over that electrified fence topped with razor wire, for example.

Actually, that might be a great idea if this side of the fence is full of rabid rottweilers or hungry zombies.

(But not both, because empirical evidence clearly shows that the rottweilers would take care of the zombies, and you could just watch the excitement while you bounced, carefree and giggly, on your maximum security prison yard trampoline (because where else would you have an electrified fence with razor wire on top), at least until you did that weird mistimed double bounce thing and tweaked your knee and fell off the trampoline where you’d be easy prey for the shambling rottweiler zombie dogs, but really you’d have no one to blame but yourself for getting into that situation in the first place.)

An idea without context is impossible to evaluate.

One of the Great Overlaps in Writing and Game Design is the fact that in each, you can’t know if something is a “good idea” or not unless you know what it is you’re trying to accomplish first.

Solutions on the other hand have purpose.  They exist to solve a problem.  They are in fact created with a goal in mind.  They can be measured and tested for effectiveness, efficiency, cost, value, risk, reward, and any other number of handy things.

Like game development, it’s entirely too easy to over-complicate a story.

I have a cool idea!  Now I just have to find a place to wedge it in this story I’m currently writing!  And if it doesn’t fit, I’ll add some other stuff to it until it does! And after a while I’ll have added so much stuff that my story will be incoherent and rambling much like this blargh!

In either case, one of the toughest parts of the job is throwing away good ideas that aren’t actual solutions.

Filed Under: Game Design, Writing

Copyright 2014-2020 jayposey.com. All Rights Reserved.