Monthly Archives: September 2008

Which type of game writer are you looking for? Part 2

The problem with titles or credits in the game industry, is there are so many titles to describe the same type of work.  The problem with game writing is the same title can describe different types of work!  Check out the continuation of our look at game writers (Part 1 here), with the artistic goodness of our friend Chris Avellone.

Game Writer

Very into dialog and story and may get cranky if you say s/he is a designer. Despite that, may also design
Known for: Good dialog, story and a sort of nationalistic pride in the writing profession and all things written

Game Writer

Terribly confusing moniker for game journalist or game reviewer, leading to consternation in conversations involving game writers of all types
Known for: Writing reviews, feeling guilty about taking swag from PR people, and questioning the quality of games journalism regularly

Writer/Designer

Someone who writes story as well as designs aspects of the game. Considers him/herself the salt of the Earth, but probably looks down on mere writers (just kidding. mostly)
Known for: Putting first whichever word will more likely get him/her the job

Unfortunately, you can’t easily tell different types of writers apart, leading to confusion at parties:

"No, not that kind of game writer!"

But on the job, the best writers work in a team.


Which type of writers works best for you?

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Filed under Game Industry, Outsourcing

Which type of game writer are you looking for? Part 1

Confused about what kind of game writer you want?  You’re not alone!  The game industry constantly struggles with titles in every department, and writing is no exception.  When looking for a game writer, story designer, narrative designer, dialog writer, etc., make sure you’re looking for the right kind.  For this series, we teamed up with Chris Avellone, writer and co-founder of Obsidian Entertainment, who offered up his characteristic artwork for this issue.

Writer/Co-Founder

This writer is so good s/he started a company to share the shiny goodness
Known for: Great writing, good management, and the ability to walk on water

Narrative Designer

Writer who knows the ultimate truth that game story doesn’t begin and end with the written word
Known for: Using a holistic approach to game development, and having it all figured out ;)

Narrative Designer

Narrative designer makes sure there's no name-calling

Now, no name-calling

This type of ND acts as champion for a game writer’s work within a company, especially if game writer works on contract.
Known for: Diplomacy, good eye for great writers (like us!)

Content Designer


Someone who works on staff, writes some storylines, then implements them into the game with tools. Someone who will rise in the design department, rather than being relegated to the “writer ghetto” that exists on some staffs
Known for: Having a career path, a pile of story ideas, and a secret desire to shed the designer title and be a WRITER FOREVER!

All done?  Not so fast…  Next week we’ll put up more game writers, including the game writer vs. game writer confusion.  Subscribe to make sure you’re getting the right writer!

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Get serious right now! Combining education and new media

For those serious games developers, now’s your chance to see what’s on the cutting edge of combining new media and tech with your educational goals. Fellow Nokia OpenLab attendee Steve Dembo and his compatriots at Discovery Education are presenting a streamathon right now. Topics covered include: “introduction to streaming media, tips and tricks for integrating digital media with popular Web 2.0 websites, and strategies for incorporating free movie making tools.”

If you’re looking to incorporate some social media or other functions of the web into your serious game, this series looks like a must!  It runs for 12 hours today, starting at 9am until 9pm Eastern.  It will take a few minutes to sign up and get in on the WebEx seminar.   Check out the schedule here.  We’re especially curious about this one:

6 PM (Joe Brennan)
Digital Storytelling Resources in DE streaming

Let us know what you think!

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What type of gamer is everyone else?

We often talk about writing and designing a game for each gamer type, especially Bartle’s Player Types.  Now’s your chance to find out where you lie.  GamerDNA has hit 500,000 tests today and offers visitors a way to learn about their playstyles.  What’s interesting is that the site offers a way to chart the aggregate of everyone’s tests.

So far, of Bartle’s original Four, explorers are the highest at 38.1% of players.  However, I think this result is skewed, because explorers might be twice as likely to explore taking such a test!  Socializers are the lowest.  I don’t know if you get an output you can easily share when you complete the test (the site is lagged due to Kotaku traffic), but if not, that could be why socializers are low.  Surprisingly, achievers come in second to last at 19.1%.  Perhaps the presence or emphasis on multiplayer FPS makes the survey skew toward “Killers” who come in second at 29%.

In addition to the Bartle’s Test, there’s also the “Decades of Influence,” and FPS and RTS multiplayer style tests.  Wait a day or so until they’ve got their servers back in order, then go over there and check out your style.  Learned anything surprising?  Share your results!

Next week: Stay tuned next week for a humorous look at game writers — our first collaborative post with writer Chris Avellone, who draws a mean stick figure.

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Filed under Amusing diversions, Game Design, MMO

You don't know Austin GDC 2008 until you've read this

Sande trekked over to Austin to get you the latest on what’s going on at the Game Developers Conference.  Whether you attended these sessions or not, check out what you missed by reading Sande’s articles over at Edge Online.

Know Your Characters

Tom Abernathy tells you that story comes from character.  He goes further to say character inspires mechanics.  Now if only we can get developers to develop characters before mechanics and we’ll be all set!

What’s Wrong With Questing and How to Fix It

Attendees brainstorm on solutions to the seminal text box for delivering quests.  Many MMOs and games have taken a stab at it.  Added benefit of eliminating the text box in favor of icons or one-liners?  You save your writers’ time so they can focus on making a good adventure.

Future Gaming

Where will games be in 35 years?  Find out what a towel has to do with it!

Google Lively Becoming Game-Friendly

Worlds in Motion Summit reveals that Google isn’t interested in dollars.  Oh, I’m sorry.  Virtual dollars.

Other News from Austin:

Breaking the Sound Barrier

Cartoon Network Flexes IP in MMO

Building an Online Disneyland

Anything from AGDC you’re just dying to learn about?  Got any hot tips?  Click on the comment below and do your magic.

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Filed under Game Design, Game Industry, GDC, MMO, Writers Cabal, Writing

Played the Witcher? Play it better for free!

THE WITCHER: ENHANCED EDITION is now available in North America!  As you may know, we wrote the English script for the original game, which was named PC Gamer’s RPG of the Year last year.  The new edition includes new voice recordings, items, and I believe an extended script as well as many other improvements based on fan feedback.  What’s more, if you already own the game, you can get the “upgrade” for free!

Since I know you ran out and bought THE WITCHER last year after we announced it, check out the official site to download the enhanced edition and all the extra goodies for free.  Europeans will have to wait until September 19th.  If you didn’t buy it, run to your local store to buy the box.  You can also download the entire game, though I think you’ll want the box for this one.

The Witcher’s on the loose again — quick!  Hide your women!

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Writers Cabal at Austin Game Conference 2008

Of course, we would be remiss if we skipped out on the Austin Game Conference with its focus on game writing.  While Anne is in Helsinki, Sande is traveling to Texas to bring back the best of what the conference has to offer next week.  So in preparation, here are a few short articles on what writers and designers stand to gain at AGC.

Top Ten Reasons Writers Need to be in Austin

Unfortunately, it’s not worthy of David Letterman, but this list of reasons to attend is no joke.

The Writing Track for Game Designers

This article underlines once again why an understanding of writing isn’t just useful for writers.  But you already knew that, or you wouldn’t have come here.

Will you be at AGC?  Drop a comment or send Sande an e-mail if you want to meet up!

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Where do games fit in the future of entertainment?

The game industry already rakes in billions every year. Is it a sign of the future, or will something else rise to take games’ place?

Nokia invited Anne to Finland for their inaugural Open Labs workshop. She will be running a workshop on the future of entertainment. Fellow presenters James Whatley, CT Moore, and Glenn Letham will run workshops covering “Neighborhood,” “Business/Work,” and “Connected Life.” If she can get her Nokia phone working in Finland (ha ha), she will be sharing what she learns via Twitter. If you happen to be in Helsinki, make sure to comment here if you’d like to meet up.

In the meantime, where do you think the future of entertainment lies? Which media do you think will win the big prize for dominance in the future? Will it be games? Or will user-generated content on sites like YouTube rule?

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Wizard 101 goes live!

Woohoo!  Our latest effort, Wizard 101, went live last week!  Aimed at tweens, this fantasy MMO has been entertaining adults as well.  You play a young wizard who must battle against a dark force across several worlds, all the while learning to fight magical battles similar to a collectible card game.  Whether you have a young’un itching to play a wizard, or you are, you should check it out.  Sande and I played together using voicechat over Skype (yes, odd choice) and had a great time.  For a limited time, players can subscribe for a year for only $60, and the first level is free to play.  So grab a buddy and go for a spin!

Check out user comments on this 1up review to see if it’s for you, or explore extensive notes from a beta and current player at West Karana. Interested in gameplay?  Take a look at this sped up boss battle:

Have you played yet?  See you in class!

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Filed under Games, MMO, Writers Cabal, Writing

How does a writer tell the visual story to an artist?

Telling a story visually is a tough job.  I started learning about visual storytelling from comics editors, who described using lines and color to draw the reader’s eye across the page.  From these editors, I gathered it was important to work with an artist who knew how to tell a story visually, because even great artists may not know.  If the artist didn’t have storytelling down, it was up to the writer to tell him or her what to do.  Eek!  Not something I have been trained to do, but now I have a cunning plan on how to do just that.

First, I asked others comics writers and artists how they tell the visual story.  New-fangled comics writers now write comic scripts in screenplay format, giving relatively little direction to the artists.  I asked for a script from a big name, bad-ass comics writer — whose name I won’t mention because I’m not a name-dropper ;) — and his old-school, panel-by-panel description gave sufficient direction for an artist who already knew visual storytelling.  I didn’t see anything like “Joe looks to the right to draw the reader’s eye toward the next panel.”  This writer also said it would be foolish to do so (although he used harsher words than that).  He and a few other comics writers have admitted they do give thumbnails to their artist, though rarely.  But what if you were working with an artist who isn’t so good with the storytelling?

Figuring there might come a time when I was working with an artist, I studied a bit on how comics tell stories.  Ideally, this information helps when plotting out panels, but I knew there was more to visual storytelling.  So I read “Visual Story” by Bruce Block, a seminal book for directors and filmmakers that have influenced countless USC grads.  I began the book feeling optimistic that I could master the concepts of visual storytelling enough to communicate with an artist.  As I continued reading, I remembered the 100 reasons why I never wanted to be a director.  Too many variables!  Here are just the broad concepts:

  • Space
  • Line and Shape
  • Tone
  • Color
  • Movement
  • Rhythm

Okay, just imagine telling an artist about line and shape, let alone telling him/her about it in every panel!  Not to mention having the same conversation with the colorist, later.

Fortunately, I stuck it out and read to the end of the book, and it’s not as bad as it looked.  You can assign a symbolic or narrative reason for each variable, then use it as a general rule of thumb for artist and writer alike.  Instead of “calling the shot” on every panel on every variable, Block suggested graphing out each visual variable for the entire story or scene.  For example, let’s say you decide to use flat space to symbolize the claustrophobia your character feels, and open space to symbolize how the character feels when trying to reach his/her goal.  You can map out the character’s arc between these two extremes:

1.  Joe is stuck in dead-end job.  Scene in flat space.

2.  Joe exercises for big race.  Scene in deep space.

3.  Joe doesn’t have the money to enter big frace.  Scene in flat space.

4.  Joe is down, until Sally gives him money for entrance fee.  Scene morphs from flat space to deep space.

5.  Joe enters race and wins.  Scenes in progressively deeper space

Then apply this to a graph.  If this is too confusing, I can whip up a graph and insert it, but hopefully this will be sufficient.

My cunning plan involves working with the artist to develop this graph for each variable.  Then, I won’t have to call every shot or worry about trying to describe a great panel composition.  If the artist and I are on the same page, I can focus on what I’m actually decent at: the narrative itself.

Questions?  If you’re an artist, how would you feel about working with a writer this way?  Do you think this will work?

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Filed under Comics, Writing