Mr. Smoozles, the 400th strip!

By , 5 February, 2012, No Comment

I posted the 400th Mr. Smoozles comic strip over at the website.  I’m pleased to have reached this milestone and look forward to the next 100 strips.  I hope you enjoy reading them.  :)

Scene from an unwritten film

By , 22 January, 2012, No Comment

INT. COMMISSIONER’S OFFICE – NIGHT

Batman enters through the open window and stalks across the plush carpet.

BATMAN

I came as soon as I could, Commissioner.  You said it was urgent.

We follow Batman’s movement and he stops near a hefty looking Commissioner who has his back to us and Batman.  He’s staring at a TV, but we can’t yet make out what’s on it.

COMMISSIONER

That’s right, lad.  The Joker’s terrorising the whole country.

The Commissioner turns and is revealed as John Prescott. He points at the TV

COMMISSIONER

You’ve got to deal with him immediately.

We zoom in on the TV and see that the Joker Prescott refers to is actually the Prime Minister, Cameron.

 

The above was inspired by this piece about Prescott.

A Game Dialogue Wish List

By , 21 December, 2011, 1 Comment

After chatting on Twitter with the wonderful Amelia Tyler about dialogue and recording, I felt inspired to write a post.  There’s a lot that needs to happen in order for great dialogue to appear in a game.  Not all of it is down to the writer, of course, so here’s a list of things writers and other development people might like to take on board as part of the delivery process.

As the title suggests, it is a wish list and I’d love all this to happen on every project on which I work, but that isn’t the case, sadly.  One day…

  • Define the Characters
    Whatever medium you write for, good dialogue always works best when you’ve defined your characters well and outlined how they relate to one-another.  When a writer knows the characters the dialogue will come much more naturally.
  • Make it True
    Writing dialogue that’s true to the characters makes it easier to see when the lines miss the mark.  There is a direct connection between making it true and clearly defined characters.  True dialogue helps reveal the characters’ real natures.
  • Make it Real
    Don’t make the characters speak in unnatural voices or a stylised manner for the sake of it.  It may be fun to write and allow you to explore your craft, but game players rarely have the time to appreciate such things and think about the richness of your lines due to the needs of the gameplay and the attention given to it.  Bear in mind, too, that actors will speak your lines and must be able to do so fluidly without fumbling over them.
  • Make it Brief
    With many hours of play time, video games have the potential for an awful lot of lines, so don’t add to the count unnecessarily by allowing characters to ramble or repeat.  Don’t let it become tedious and give players the excuse they’re looking for to skip your dialogue.
  • Make it Flow
    The best dialogue flows through a scene in a natural and enhancing way.  Unfortunately, game dialogue systems don’t always deliver the lines in the best way in spite of the writer’s best intentions.  Scripting systems and dialogue engines ought to allow for flexible delivery of speech and even enable lines to overlap for interruptions and pace.
  • Make it Game
    You’re not writing a film, a novel or a stage play.  Every line of dialogue needs to bear in mind the nature of the medium and the nature of the players.  If a question is asked of the player character, it’s usually wrong to give the player just one option from which to choose an answer.
    Dialogue should be part of the gameplay.  If you’re writing for an investigative game in particular, you should ask yourself if the style and structure of the dialogue add to the interactive experience in the best possible way.  If not, does the writer need to do more or does the game need more from the engine and mechanics.
  • Automatic is Evil
    If a scene is triggered automatically, question why that is so.  Why isn’t it being triggered by the actions of the player?  Write with this in mind at all times.
  • Avoid Dialogue Trees
    I wrote a piece for Develop on this subject.  Dialogue trees are a clunky and restrictive way to write speech.
  • No Monologues
    Conversations with other characters should never be about triggering a series of small monologues.  Admittedly, much of the problem lies in many games’ interface styles and the way dialogue responses are presented and chosen, but monologues always give an artificial feeling to dialogue that no amount of good acting will overcome.  Plead with the dev team to create a better system.  Bribe them.
  • No Door Descriptions
    We have great graphics at great resolutions – there should be no need whatsoever to use a line like, “It’s a wooden door.”  We can see the damn door.  If the graphics are good, we can also see that it’s wooden.  Such descriptions are a hangover from the old days of text adventures when everything had to be described.  Door descriptions are more than 20 years out of date.  Do any of you walk around the world describing the doors you pass?
  • Make the Player Character Work
    There is nothing worse than NPCs volunteering information at the drop of a hat, particularly if there has been no interaction.  People are naturally suspicious of strangers in the real world, why would they be any different in the game world.  The worst instance of volunteering information is when your character walks past an NPC and suddenly hears the woman say, “No one’s seen the King for two months.”  What?!  When I walk through the town centre on Market day the most I might get from a passing stranger is, “Good morning.”  Make it real.  Talk to the game designers/developers.
    If the player character is not made to work for information, there is no expectation gap within the conversation and the potential for drama is lost.  More importantly, there is no opportunity for gameplay.
  • No Generic NPCs or Automated Responses
    It may seem, at first glance, that your world is alive because every village is filled with NPCs wandering around.  However, if they’re generic characters spouting automated responses it quickly feels like we’re dealing with the Stepford Wives.  It’s far better to have quality than quantity.
  • Enough With the Cheesy Game References
    Sometimes it seems that game writers are desperate to reference pop culture, particularly other games.  Even if it’s done in a tongue-in-cheek way it’s rarely as good or as funny as the writer thinks and will often make the player cringe.  Writers, if the designers put this stuff in, try to explain why you need to re-write it.  Designers, think bigger.
  • Be Funny
    If you want to write comedy make sure it’s funny and not just some in-house jokes that no one will get.  Great comedy comes from interactions between great characters.  Don’t force jokes onto characters that conflict with their natures.
  • Use a Good Voice Director
    This isn’t just about getting someone who knows how to direct actors, it’s about finding a director who understands and plays games and who understands how game dialogue works within a game.  Find a voiceover studio that specialises in game recording and work with the director to find the best way to deliver the maximum quality.  Find a director who loves your game script.
  • Cast as Early as Possible
    The earlier the casting, the better the opportunities to establish the voices of the characters and maintain consistency, particularly if the project is large and uses multiple writers.  You can also get interesting character developments from the way that actors play the parts.
  • Use Quality Actors
    Many a game has care and attention poured into the engine, art, animation, gameplay, etc. only to have it all undermined by the use of second or third-rate actors.  Recorded dialogue is such an up-front part of a game that poor acting can have an immediate negative effect.  It will reduce review scores almost every time.
  • Rehearse Key Scenes
    A week before recording starts, spend a day with the main actors rehearsing key scenes.  This gives the actors the opportunity to explore the characters and their relationships before standing in front of the microphones and committing their performances to a final form.
  • Ensemble Recording
    The best actor performances happen when they are able to record at the same time as the other actors in the scene.  Firing off each other can deliver a spark that would never exist otherwise.  Admittedly, it takes serious scheduling to maximise everyone’s time, but the results will be so much better.
  • Ensure the Writer is Present
    It always surprises me how, even when things are going swimmingly, an actor finds a line that reads like utter gibberish even though it seemed perfectly fine on the computer screen back in my office.  No matter how good we’d like to think we are, none of us are infallible and when you work with scripts consisting of thousands of lines the occasional blunder is to be expected.  When a writer is present, they are not only able to ensure that such lines are dealt with, they also provide the valuable scene context that enables the actors to deliver the line with the right tone and feeling.  Even lines like, “It’s a wooden door.”
  • Deliver High Quality Samples
    This is obviously a post-processing task that studios are well set up to deliver, but it still happens that voice samples are inconsistent or haven’t been properly maximised.  Listen hard to the samples and have them fixed if necessary.
  • Hear the Voices In-Game
    The final test for game dialogue is when played in the game.  If the voices pick you up a carry you along with their majesty, drama, fun, excitement and tenderness, then the team has done its job.  If it didn’t quite hit the mark in one or two small areas, make a note of how to make it better next time.

There is likely to be plenty I’ve missed out and much of what I’ve written has been brief, but it’s easy to take this wish list and expand on it with the team you work with.  If you have ideas or suggestions for what could have been included, please feel free to let me know.

Mitchell reaches 200

By , 22 November, 2011, No Comment

I’ve just posted the 200th Mitchell cartoon over at his main page

The posting schedule has been a little hit and miss lately, but it still feels like quite an achievement to reach this milestone.  Plenty more still to come and I hope you continue to enjoy the cartoons.

Don’t forget, you can also follow him on Twitter: @Mitchell_cat

New comments plugin

By , 20 November, 2011, No Comment

Because I’ve been getting a lot of spam comments on this blog I’ve decided to try the Disqus comments plugin.  All the existing comments appear to have transferred over and I hope there’ll be no problems, but if you discover anything odd please let me know.

New video – A Star Performance

By , 18 November, 2011, No Comment

I’ve just posted the second Star Sweet and Honey Heart video to YouTube called A Star Performance.

It’s a short video in which Honey steps on stage at the Ophelia Theatre to introduce her best friend, Star, who performs her new dance.  Show it to your kids, grandkids, younger siblings or nephews and nieces as I’m sure they’ll love it.

 

Feedback is very welcome.

The Sapphire Claw

By , 13 November, 2011, No Comment

I noticed that I’ve been getting a lot of traffic to my Sapphire Claw page.  It turns out that the Skyrim game has a quest for an artefact with the same name and people have come to the page after searching for information on it.

I was there first! :)

Rhianna Ford – now on iPad

By , 11 November, 2011, No Comment

A couple of years ago I wrote and designed a casual game called Rhianna Ford and the Da Vinci Letter, which was released on PC for download through Big Fish and other portal sites.  It’s now been released for the iPad.

The game has a 4.5 star customer rating, so in spite of a few technical problems it’s getting a good response.  If you download it and play it, let me know what you think.

Developing Thoughts – A Radio Voice in Games

By , 3 November, 2011, 2 Comments

I recently had the pleasure of accompanying Mark Estdale in giving a talk to a group of students at the Drama Centre in London about game writing and performance.  Mark is long-time friend, runs a voice recording studio called OM and has a huge number of games under his belt.  We’re both firmly of the opinion that strong writing coupled with powerful performances by skilled actors can really lift a game production to a higher level.

Mark and Steve

Even more recently, I was invited to speak on a panel about game writing at the London Screenwriters’ Festival, which was a great honour and the festival was a wonderful experience.  Not only did I meet old friends, make new ones and talk with some inspiring people, I had a crystallisation of thoughts that have been going around my head for some time and which tied into the whole writing and performance ideas that Mark and I have discussed on numerous occasions.

One of the frustrations of speaking on a panel like the one at LSWF is that it can be hard to explain about the process of game writing if people in the audience have no idea how games are developed, which is to be expected of anyone outside the games industry.  Even with the spread of experience on the panel (myself, Andy Walsh, Ed Stern, Antony Johnston and Tim Clague, the moderator), it was a bit of a struggle because of one fundamental aspect of game writing – there is no one, specific role for a writer.  Even if a writer gets a handle on the way he or she fits into the development process at one studio, there’s a good chance that the next studio with which a writer works will do things completely differently, have their own formats for scripts and structure their workflow in a unique way.

Some of this is down to the fact that styles of games are so varied and increasingly so with each passing year.  Developers are looking for new gameplay ideas all the time and it’s often not just the writer’s role that’s difficult to pin down but also the role of the animator, the location artist, the engine programmer, the designer, etc.  Ultimately, a writer must work with each studio in turn to define their role on a project to project basis.

In some ways, it’s a good thing that the definition of a writer’s role is so difficult.  Not only does it mean that writers making a living from games have great variety in available to them, it also means that a writer who can work with the development team in a positive way can make a huge contribution through the application of their skills and experience.  Providing, of course, that they understand the game’s vision and respect that at all times.  There is nothing that puts more dread into a development studio than someone who comes in from outside the industry with the idea that games need “fixing”.

The LSWF panel went very well and the response from the audience, both during the session and afterward, was excellent.  Thoughtful questions are not only useful to other audience members when answered, but also give me a chance to re-asses my own thoughts if it’s an aspect of the process I haven’t given a lot of thought to recently.

For instance, there was a moment when we were talking about the game characters, that we felt the need to emphasise that a writer can’t rely on the visual acting of the characters to get across powerful meanings because their on-screen representation often isn’t subtle enough or doesn’t have the range of body language to act in the way a traditional screenwriter might expect of their actors.  Things like conflicting emotions and subtext must be delivered through the strength of the written lines and the performance of the actors.  If this is done “on the cheap” the whole, powerful vision of the game can be drastically undermined, reviews affected and sales figures reduced.

In these respects, game dialogue and performance has a lot on common with radio dialogue.  I’m not suggesting that story and structure should be approached in the same way as a radio drama, but the writing and recording of the actor lines need to have the same kind of gravitas.

While there are a lot of difference between games and radio drama – games are still a visual medium, after all – the reliance on a strong vocal performance is vital to both and as a result the game writer must think in those terms when approaching a game’s scripts.

Of course, there are games which have huge budgets and are beginning to explore the realm of full performance with facial and body acting, but this is a long way from having universal availability and in many instances games are designed in a stylised way where such depth of animated performance would be inappropriate.

Therefore, to think in terms of a radio voice and create dialogue with that uppermost in the mind is a valuable approach to the task.  Imagine the richness available to you if you concentrate on the performance of the lines.

Having spent time crafting the lines a writer will hopefully have a hand in the casting and recording for the game. 

When I worked with Mark and OM on so Blonde, I wanted a bit of a different voice for the pirate villain, One-Eye.  The traditional pirate voice is fun but a little over-used and certainly doesn’t always put over the under-stated menace I wanted.  The beauty of working with a good actor and director is that the voice can be explored and we ended up using Dan Russle, who gave us a great voice with a touch of Richard Burton about it.  The voice was such a great contrast to the main character, too.

When all the recording is done and you see the characters come to life with these great actor performances, you breathe a great sigh of relief.  I owe an awful lot to good casting and good performance.

London Screenwriters’ Festival

By , 30 October, 2011, No Comment

Having never been to a dedicated screenwriting festival before, attending the LSWF was a pleasure in itself, particularly being in the presence of so many talented and friendly people.  Because I’d been invited to speak as part of a panel on game writing, I felt doubly pleased to be there as I was able to impart some of my knowledge and experience.

An event like this enables me to soak up thoughts and ideas from a whole range of people connected in all kinds of ways to the business of screenwriting.  Talking to an agent is very different to talking to a director or a producer or even other game writers.  The beauty there, of course, is that such a broad base gives a greater perspective from which to view my ideas when developing my own creative projects. 

However, all of the above didn’t stop me from feeling a little like a fish out of water.  Although I’m aware of the role of the screenwriter and how scripts fit within the development of film and TV, in theory, I have no professional experience outside of writing for games and the book I wrote on that subject.

The first evening, Thursday, started with drinks and networking at Regent’s College, which immediately brought home that I was entering alien territory.  I’d forgotten the advice I usually give to myself in such situations – everyone is just a person like me and many will likely be in the same situation.  I also should have remembered that most writers are very friendly and probably wouldn’t bite my head off before at least getting the measure of me.  Thankfully, I was rescued from permanent wallflower status by two extremely kind and friendly writers called Jess and Cleo.  And with their help the weekend was off to a great start. 

The evening continued with a talk by Chris Hill and Tom Williams, which was not only excellent, but gave me food for thought for the panel I was on the following day – how film scripts are always pared down to the absolute minimum while in games we often look for more ways to add content.

I was able to grab Chris afterwards for what I thought would be a few minutes of chat and ended up talking for the rest of the evening.  Such an enjoyable way to spend an evening with a truly great guy.  Thanks, Chris.

Friday morning began with a pleasant walk from the hotel to Regent’s College.  I spent quite a bit of the day chatting with people in the green room, but attended a couple of sessions – the keynote opening and the session on what comedy broadcasters are looking for currently.  The first of these set the tone for the weekend and the second was extremely helpful about an area in which I’m interested, having had a go at writing TV comedies.

And so onto the games writing panel.  Tim Clague, Andy Walsh, Antony Johnston, Ed Stern and myself talked about game writing in general, some of the specifics of what’s involved and attempted to answer audience questions as fully as we could.  I know that we panelists enjoyed ourselves, so I hope that the audience did, too.  Judging by the comments afterwards it would seem to have gone down well.  My only thought is that some people may still not be entirely sure of the details of what’s involved when actually at the game writing chalkface.  Perhaps a more structured, workshop-like session would be more appropriate next time.

Game writing panel at LSWF

Antony, Ed, me and Andy. Tim Clague took the photo.

The session was followed by informal chats with anyone who was interested, after which we went down to the student bar for food and beer.  This was great, until the beer ran out.  At least the people and conversation was top notch.

The beginning of Saturday saw a session on agents and how to get one.  Having never had a proper agent, I thought I’d attend and become more informed than I had been.  Much of what they said can be gleaned from reading the right books or information online, but it was interesting to each of them describe their own approach to the issues of unsolicited scripts, hopeful writers, etc.  Afterwards, in the green room, I got talking to one of the agents and if things work out right I may well find myself represented.

Although I spent much of the rest of the morning chatting with various other people, I was unable to catch any further sessions as I left just after lunch to make my way home.  Although I’d planned to leave on Saturday when I booked my travel arrangements, I now wish I’d stayed the full three days.

If anyone is thinking of attending the event next year, I thoroughly recommend it.  I hope they invite me back next year.