Writing Magazine March 2020

(Ann) #1

78 MARCH 2020 http://www.writers-online.co.uk


W


hile video games have been around
since the 1950s in forms as basic as
OXO (first released in 1952), Pong (first
released in 1972), and text adventures,
it’s only really since the 80s that games
have made genuine efforts to tell more sophisticated stories. It’s
fascinating to watch both as a gamer and a writer as the merits
of the video game as ‘art’ get debated, but I feel it’s fair to say
that in 2020 video gaming is unequivocally a form of art. Not
only do we have stunning graphics and advanced gameplay that
makes the player feel as though they are really there, but we
have complex, deep and emotional character and narrative arcs
that drive things along and really connect with the player in
the way a movie, TV show or book might. If you want recent
examples you only need to look as far as the heart-wrenching
The Last of Us series, the Bioshock series or the terrifying Outlast
series, among many other standouts.
What this advancement has led to is an increased number of
opportunities for writers in the field, and while this is certainly
exciting it is also very competitive and full of nuances. So just
how do you break into the form, and what makes for a great
video game narrative?

A game without a story
It’s of course crucial to bear in mind that for every game that
emerges with an intricate and well-developed plot, there is liable
to be at least one that doesn’t have any sort of story, or at most

a very rudimentary one. Super Mario was out to save Princess
Peach, and Sonic went out to save animals, with both having to
confront their arch-nemesis in the process. Yes, it is a story or
sorts, but it’s scarcely War and Peace. Equally early classics such
as Tetris and Pacman never even went that far – what was the aim
of me destroying all those blocks, or eating all those dots? These
things were fun, and simple, and addictive, and many modern
games still go down that road. So before you even think about
approaching a company or a game studio, make sure they even
want – or need – writers at all.

A new development
It’s also well worth bearing in mind that games are all made
to a budget, and while the leading AAA games of today have
budgets that would put the likes of Space Invaders to shame,
there’s nowhere with bottomless pockets. As such, what can often
happen is the story is not actually constructed by a writer at all,
but by somebody else involved in the game – often a developer
who ends up serving as something of a ‘jack of all trades’. Is this
ideal? Probably not, but if the story is not awfully complex and
the narrative is relatively linear this would and could easily be
in the purview of the developer, who would also know the game
very well from all their previous work on it.

Alternative pathways (1)
The question of how to break into video game writing is not
a simple one, and ultimately there’s no single answer to it.

READY


PLAYER


ONE!


Alex Davis offers an introduction
to writing video games
Free download pdf