Monthly Archives: February 2008

When to bring writers in on your game

I’m still recovering from post-GDC blahs, so I’ll try to keep this short and sweet. While at GDC, I attended a couple lectures and panels on outsourcing. While we always encourage game developers to bring in writers early, it may be the best time to bring in writers is both early and late.

According to one GDC session, there are three stages of production.  The core team of any project generates the creative aspects. If you’re working on a story-driven game, a writer should be part of the core team.  The second stage, agile, would include key art and tech.  Finally, the scalable section includes outsourcing content, such as writing.   

 Outsourcing chart

Of course, there’s more than one way to go about bringing in writers.  Do you agree or disagree with this method?

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Filed under GDC, Outsourcing

Games meet the Oscars

We can safely say it was a first: games made an appearance in the Oscars.  As they came back from commercial, the host was playing a round of Wii Tennis with one of the performers.  A sign of things to come?  Probably not, but what I want to see is a new nickname for the AIAS awards.  Something better than Oscars or Emmies. Any suggestions?

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Filed under Amusing diversions

2008 Game Developers Conference – Day 5

End of Day 5 at the 2008 Game Developers Conference in San Francisco, CA:

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Filed under Game Design, GDC, Writers Cabal, Writing

More from the 2008 Game Developers Conference

End of Day 2 at the 2008 Game Developers Conference in San Francisco, CA:

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Filed under Game Design, GDC, Outsourcing, Prediction, Writers Cabal

2008 Game Developers Conference – Day 4

End of Day 4 at the 2008 Game Developers Conference in San Francisco, CA:

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2008 Game Developers Conference – Day 3

End of Day 3 at the 2008 Game Developers Conference in San Francisco, CA:

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2008 Game Developers Conference – Day 2

Day 2 at the 2008 Game Developers Conference in San Francisco, CA:

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Filed under Game Industry, GDC, Writers Cabal, Writing

GDC Daily Video Blog

Watch us as we bring to you our daily report from the 2008 Game Developers Conference in San Francisco, CA:

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Filed under GDC, Outsourcing, Writers Cabal

Writers Cabal, GDC, and game writing: Year One

One year ago today, two intrepid writers started out on a grand adventure — officially forming a game writing partnership and beginning this blog. Our first post discussed our fervent hope to help developers work with writers and writing and improve the quality of game writing over all. One year later, we look back at all we’ve accomplished with pride.

And a party.

Tonight Writers Cabal will celebrate it’s one year anniversary/blogiversary at GDC. Join us if you’re in town!
Sugar Cafe
679 Sutter St., San Francisco, CA 94102 US
Monday, February 18, 9:30PM

Celebrate the successful first year of the Writers Cabal and hear an exciting announcement about what’s in store for our future! Join us for an intimate gathering of friends new and old — you bring the smiles and we’ll bring the cake!

With a lovely fireplace, the Sugar Cafe has been recognized in three “Best of” categories by Citysearch. More importantly, it’s conveniently located near the Cellar, where Telltale will be holding its party that evening.

You will have to show up yourself to answer the question you’ve been asking yourself since you started reading this blog entry: Is the cake a lie? See you there!

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Filed under Amusing diversions, GDC, Writers Cabal

SXSW preview: Game story and gameplay

You didn’t think we were done yet, did you? We posted two weeks ago about game story and art direction in preparation for our Core Conversation at South by Southwest (SxSW). But since we’re all about a multidisciplinary approach, we’re not stopping there — we’ll be discussing a few techniques in the weeks to come. But first, if you want to create passion and meaningful games through story, you will need to master the greatest tool in your arsenal: gameplay.

I often hear new developers asking this question: “Which is more important in a game, story or gameplay?” If I ruled the nation of games, I would flog anyone who dared ask this question! It is based on a faulty premise, that story and gameplay are discrete elements in a game. If you suffer from this misconception, I highly recommend you repeat this mantra to yourself several times a day, perhaps clicking your heels together as you do:

The story is in the gameplay.

The story is in the gameplay.

As you may already know, one of the first rules of storytelling is “Show, don’t tell.” In games, it’s “Do, don’t show or tell.” In short, your players experience the story first by what they do in the game. The path ahead for the game industry is to develop innovative gameplay that is not only fun, but that more thoroughly embeds story and meaning into the game.

I often refer to PRINCE OF PERSIA as a great example of using gameplay to convey story and meaning. SPOILERS AHEAD! Why can you rewind combat and travel backward in time? The theme of the game centers around this very issue. The gameplay itself foreshadows the end, where you ultimately travel back in time before the inciting event of the game. The story supports the gameplay, and the gameplay supports the story.

Ready to share your own examples of gameplay that delivers story, or hear about new ones? Join the conversation March 10th at SxSW in Austin! In the meantime, stay tuned for more SxSW preview as we tackle another discipline you need to master to create passion and meaning in games!

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