In this article, game writer Sande Chen reacts to the recent publication of "How to Write a Video Game Story."
The recent Polygon feature, "How to Write A Video Game Story," by Colin Campbell, has elicited some fiery responses, especially regarding how much John Yorke charges for teaching a course in game writing, something for which he does not have any credits. However, right now, the page seems to indicate the course is a joint venture between himself and Caroline Marchal of Heavy Rain fame. I do not know if the copy has been adjusted since the publication of the article, which is prominently displayed on the homepage.
Other commentators responded to Yorke's remarks that in order to gain better stories, game developers should hire screenwriters who know how to create strong protagonists by analyzing wants vs. needs. Of course, there are game companies that have hired screenwriters and ended up disappointed. There are certainly pitfalls for able screenwriters while game writing, as I have pointed out before in this blog, starting with an obsession for the 3-Act structure.
In my experience, a screenwriting background does help, but so would a background in journalism or theater arts. I have experience in all 3 fields, so I can see how they all relate to game writing.
If you've been to one of my workshops or classes or seen it mentioned at PlayCrafting NYC, then you know that I tend to teach based on my game writing experience rather than what I would call "theory." I absolutely hated it in my writing classes when I was told to learn something, but to not pay attention to it while writing because "anything goes if it works." I can understand the viewpoint that "theory" or story basics is necessary, just like music theory is necessary for music composition. I too place a great deal of importance on themes. But is it necessary to teach theory first or can it be done later?
An actor friend of me once opined to me, "Can anyone teach anyone how to write? You're either talented or you're not." You can teach the basics but beyond that, a person floats or sinks based on that person's skill. To that end, I feel like talent gives a headstart but the work ethic also matters. Others feel like everyone is innately creative and it's the art of the teacher to cultivate that writer in everyone. The teacher ends up being more of a cheerleader.
Sometimes, I feel like the theory part is great for refining and shaping work rather than acting as a template. Otherwise, a lot of stories are just too predictable (and therefore, boring). Personally, I like to focus on the practical in my teaching: how to approach writing tests, what exact tasks might you be asked to do, or how do we shape this experience, etc. With the workshop approach, there tends to be support and sharing as well as feedback.
What do you find most useful in your writing classes?
Look to the summer for my course offerings. I am planning new workshops.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
Sunday, January 13, 2019
Wednesday, January 2, 2019
Happy New Year 2019!
Hello, I had some medical issues to take care of, so the blog went on hiatus... but now it's time to get this blog up and moving again! I will try to get biweekly blog posts up a month rather than commit fully to once a week, but aim for once a week.
There's lots of posts left in the queue: a guest post, a podcast, several book reviews, and a post about unions :)
Also, one of my dearest wishes for this year is to resurrect my former column on women's issues in the game industry and move it to a more accessible format.
I usually like to interview subjects who have been overlooked by the industry, who are involved in projects and initiatives that really should be publicized, and who are great storytellers.
If that sounds like you, or someone you know, please let me know by sending me an e-mail with the subject heading of "Dame Dev."
Best of luck in the new year!
Sande Chen
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
There's lots of posts left in the queue: a guest post, a podcast, several book reviews, and a post about unions :)
Also, one of my dearest wishes for this year is to resurrect my former column on women's issues in the game industry and move it to a more accessible format.
I usually like to interview subjects who have been overlooked by the industry, who are involved in projects and initiatives that really should be publicized, and who are great storytellers.
If that sounds like you, or someone you know, please let me know by sending me an e-mail with the subject heading of "Dame Dev."
Best of luck in the new year!
Sande Chen
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.