Lemme In!
A question that I get a lot is “How do I write for video games?” The answer, of course, is “by hitting the keys on the keyboard so that words come out,” but what’s really being asked is “How do I get into the industry?” And that, inconstant reader, is a whole other kettle of worm-like mixed metaphors.
The second thing that one must do if one wants to write games is, curiously enough, play games. Lots of them. It also helps if you like games – enjoying your work is often a big plus. Too many of the folks who ask me about writing games don’t play them, and are dismissive of the notion. (”I don’t have time” is a big excuse, along with “That’s kid stuff”, “I don’t want to spend the money for a console” and “My wife is playing World of Warcraft and has this level 54 Tauren shaman that she’s trying to max out so I haven’t been able to use the computer in four months”. And if you know what that means, you don’t need to read the rest of this.) On one hand, it’s silly and unprofessional. Playing games is research for writing games. You wouldn’t write a novel set in along the banks of the Miskatonic without reading a little Lovecraft; you wouldn’t write a story about a philatelist without looking up what the heck a philatelist actually does. Why, then, would someone consider trying to write a game without checking to see what games are like?
The other half of that particular equation is the necessary recognition that games are, well, games. They’re not movies, they’re not novels, they’re not puppet shows or comic books or really extended haikus with blasters, they’re games, and they have their own conventions, demands, and necessities. Failure to nderstand this produces one of three things: unusable content, a really long development cycle wherein the newly fledged game writer re-invents the wheel, or someone else being brought in to rewrite everything last minute at great expense and emotional turmoil. (Trust me. I know about this one.)
Think about it. In a novel, the author controls the action. The narrative is the story of the protagonist, events unfold, and sooner or later you get to the end. In a game, however, the narrative is the story of the player’s experience as the protagonist. He can say, “I want to go over here” and, not to be too blunt about it, completely screw the storyline, the scripting, and if the designer isn’t careful, the game as a whole. And you have to let him do that – that’s the point of a game, player choice and player control. If you can’t wrap your head around that, you can’t write a game – or at least not a good one.
The good news is that there’s a tremendous resurgence of interest in game writing these days. The Game Writers’ Conference is one sign of it, the WGA paying attention to game writing is another, and the fact that I actually got myself quoted in The Hollywood Reporter talking about how I’m a smash hit at bar mitzvahs these days is a third. Game scripts are getting longer – many clocking in at a couple of hundred thousand words – and more polished. The fans aren’t sitting still for wooden acting and talking heads any more. That means there are opportunities out there, and they’re increasing all the time. But they’re professional opportunities, and need to be treated as such.
What I’ve left untouched is the practical, as opposed to the professional, side of getting into video game writing. That’s a whole other issue, but if you don’t handle these two items – now games, play games - you’ll never get that far. So go. Play some games. Then we can figure out what you might want to do next.
——–
Richard E. Dansky
Writer, Game Designer, and Cad
(Not necessarily in that order)
Related posts:
- Stupid Game Writer Tricks
- Writers, Mister Rico! Zillions of ‘em!
- We Are Honorable Craftsmen
- Our Writing Is Not Of Your World
If you enjoyed this post, please consider to leave a comment or subscribe to the feed and get future articles delivered to your feed reader.
Comments
Take Rich’s words to heart. Hell, just writing adventures for paper role playing games was an eye opening experience. Believe me, there are ALWAYS gamers who want to think outside the norm and make it damned difficult to cover every contingency.
The rocket scientists are the easy part. It’s the hyperintelltigent 14 year olds who are the real pain in the butt
Thanks, Mark. It really is a whole other ball of wax, and it’s hard to comprehend the scale of difference before you dive into it. I certainly got a faceful on the first video game I wrote - “We need to cut 4000 lines of dialogue and make sure the story and puzzles make sense. You have two weeks. Go.”
Very educational experience, that one…






The thing I learn most from these posts is how little I know about writing actual games…having written in the worlds of fiction surrounding them, I can only imagine the level of concentration, and the attention to detail necessary to get it right…
DNW