Video Game Writer: Professional Profile & the Process of Crafting a Gripping Storyline. Who writes the story for video games

It’s very helpful! I am currently attending a liberal arts school, but I already have digital arts skills. I will probably take a few of these activities in the summer so I can prepare for it. Thank you very much!

Video Game Writer: Professional Profile & the Process of Crafting a Gripping Storyline

It was the day I launched my PS2 to passionately play the brand new Final Fantasy game, Final Fantasy X. I was shocked to see how beautiful and stunning the graphics were.

Moreover, even at a young age, I noticed that beautiful video game writing was involved. I still cite this game and its writing as inspiration and influence on my writing and how I approach video game history. Since then, in the early 2000s, we have been blessed with games with absolutely beautiful lyrics, stories and characters.

Video games have easily climbed onto the visual media totem to become valuable and memorable storytelling devices. Well-crafted stories and writing just stick with the player long after the console is turned off.

But how do you write a story for a video game? What is the process of creating a captivating story?

Here’s the basics to get a glimpse into the world of video game writing and how to become one yourself.

Background, Player Preference, Metal Gear Solid

video game writer duties

A video game developer is a member of the creative team of a game that asks for drums to write aspects of the narrative. Characters like Geralt of Rivia, Cloud Strife, GLaDOS and John Marston have a great video game developer and development team behind them.

A video game developer is responsible for a lot of things related to the game. They can take part in preparing the production, presenting ideas and creating dialogues. There are no clear restrictions for a video game developer as he can juggle many different tasks within a single project. Depending on the title, the writing may be more intense.

The team behind The Witcher III, for example, likely had more writing and narrative goals than for the latest Mario game. Writing this entire comprehensive story based on Andrzej Sapkowski’s novels requires a team that will limit itself to an actual playable game after Geralt’s adventures.

However, this does not diminish Nintendo’s writing efforts. The good history of the video game is also based on the preferences of the player. Maybe playing Mario is exactly what a certain player wants in terms of plot. Someone who doesn’t want to be dragged into the molasses of another world; they just want a Bowser!

The same is with Hideo Kojima’s games, known for their long cutscenes. It’s fine if that’s what you’re looking for in-game, but if you just want to have fun, you might want to stay away from Metal Gear Solid 4, known for its over 8 hour cutscenes.

I think some of Kojima’s writing is great, and if you’re a Metal Gear Solid fan, you’ll likely enjoy at least most of the cutscenes. But again, this is a personal preference based on the player.

Good video game writing can take many forms and is dependent on many variables.

Hi Blake! The good news is that designing games doesn’t require a lot of math skills. (By the way, I was pretty weak at math when I was younger, I improved with more exercise – probably too. :))

You Don’t Write an Original Script for a Game and Sell It on Spec

Many writers dream of writing a brilliant script that is perfect for interpreting video games. They think they can take it to the big video game companies, present themselves as they would in any Hollywood studio or production company, sell it, and then partner with game developers to create the next big blockbuster.

It just doesn’t work that way.

A game developer doesn’t sell his idea and watch as game designers bring their vision to life through beautiful visuals and interactive gameplay. Project directors are the ones who run the show. And often it is they with the concept who are responsible for creating concept designs and gameplay with their design team.

Overall, Game Writer usually comes fairly late.

Video games aren’t like movies. They don’t start with a writer and script. They start with design directors and game designers, as well as the belly of other tech specialists.

And the game scenarios are nothing like the average scenario. These are technical documents containing hundreds of pages of visual description, flowcharts, branched dialogs, cutscenes, etc.

So What Do Game Writers Actually Write?

If you’re a screenwriter trying to break into the video game industry as a game writer, you need to understand that everything you know about the format, structure, and characteristics of screenwriting is mostly unimportant. Yes, you’ll benefit from plot ideals, character plot, and overall plot structure, but the plot of each game is secondary to the actual gameplay in the title being developed.

Gamers love the story and the character depth in their games, but when it comes to their mind, they want a game that has great interactive gameplay.

So what are game developers writing?

Here’s the general breakdown:

Flow Charts – Games are very complex these days – especially RPGs (role-playing games). Players will have to make a lot of decisions throughout the game. Accordingly, the game will have to develop every possible option that will allow the player to feel that he is truly controlling the character organically in this world. The flowchart resembles an extreme version of the old books Choose Your Own Adventure. Sounds interesting, but is highly technical with the storyline and character development – enough to keep it interesting for the player.

Location: dark cathedral with stained glass windows. The NPC is kneeling in front of a stone coffin in the center of the main room

Music: The background music playing the organ introduces the scene but subsides

Characters: The main player, an NPC named Thomas

Player Objective: Discover the location of the underground hideout

Action: The player must initiate a discussion with Tomek, during the first contact, we activate a cutscene (1) in which Tom turns into a werewolf and summons his minions. The main character has to fight the minions, and then re-initiate the discussion with Thomas.

Diagram: No decisions have been made at this stage: If the battle is over, Thomas reveals the entrance to the underground hideout and the player advances to this level. If the player is defeated in battle, return to the death scene (11) and go to try again.

Comments: The player is locked in the cathedral and has no way out. The only real option is to make contact with Thomas. Random creatures can be activated if the player visits the cathedral before talking to the NPC.

Now it seems like a lot of fun work for a game developer to do. This is the problem. All of these elements are developed primarily through the collaborative efforts of design directors and game designers. The writer is here to expand upon the concepts under development and make actual documentation of everything listed above.

In short, a game writer doesn’t work the way a writer would when it comes to creating these characters, worlds, and actions. Game designers work on what they are able to build through their design with a budget and the staff they have. Therefore, the author of the game cannot say, “Hey, what if players are sucked through a portal and thrown into this alternate dimension where everything is upside down and gravity is reversed, creating a world like Pandora. “

It was the day I launched my PS2 to passionately play the brand new Final Fantasy game, Final Fantasy X. I was shocked to see how beautiful and stunning the graphics were.

Second: What does a video game writer actually do?

So what’s so hard about writing a video game? You make up a story, then you write it! I just wrote a paragraph and it’s great, see how simple it is? What else could there be?

Let’s see. Imagine how you think a story is created for, say, a novel. The writer arranges a concept and then creates a story from a series of scenes – all centered around a protagonist who grows and moves through these scenes in a scripted manner. The writer creates it from beginning to end, determining everything, because history is everything.

In a video game, the story isn’t everything. Maybe this fact causes you to grab your pearls in shock, but it’s true. The game developer has to conform to the demands of gameplay and level design, as well as the limitations of technology and schedule.

Just because I can imagine history turning into a giant castle doesn’t mean that the art team wants to build said giant castle. That doesn’t mean they have time to build it on all other levels, even if they want to build it. Even if they have the time, that doesn’t mean the project can fill the gigantic castle level with everything that needs to come along with it, just so you can have a nice backdrop for your precious conversation.

writing games 2

And even if they can, maybe they won’t be able to get the tightly packed crowd in the great hall of the castle because goddamn Playstation memory budgets won’t let the engine display more than ten actors on the screen at any given time, even though the rest of the story says everyone in the kingdom will be there . Or at least the developer sadly tells you that he doesn’t have time to fix this problem because he’s busy trying to make a game, you know, without crashing when you hit the play button.

Which is a long-winded way of saying that writing games is a lot about collaboration, and that’s not something everyone thinks about. The team works together, and each department has its own needs and contributes to it just as much as you do. Writers don’t get everything they want all the time.

Or maybe you think it’s backwards and that writers should dictate to the rest of the team what their priorities are because everything in the game should be a story. In that case, I say that you should definitely be responsible for the universe. Because yes. It is not so.

And then there’s the rest of your work that follows after all the collaboration is done – and that’s the implementation. That’s 80 percent of your work. Figuring out how to make the plot work in a video game.

This level you wrote? You will rewrite it at least three times, trying to make it a little less sucks each time. This other level? It was cut out because while it was really fun, the art team is late and the level it was on now doesn’t exist .. and it’s you who need to fix the surrounding story now that there’s no middle piece any longer. The reason why it’s 80 percent of your work is because you spend most of your time fixing shit.

Third: Getting the job

just to be clear in advance? The chances of getting any writing job in the gaming industry aren’t high. It’s not necessarily because you’re a sucker, but for two main reasons.

A lot of game developers who need writing outsource writing, which means they bring a writer in a late stage of development and say, “See this historyless game we have here? We want you to wave your magic writing wand and give it a brilliant story. Yes, I know games that really care about the story will have real writers in the early stages of development, but we have neither the time nor the money for that. Others will write the script by someone who is doing something else on the team, such as a developer, because they just have to. And most of the others? There isn’t a lot of story space in their game, period, because they’re just not that kind of game.

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