Writing and Design

Steve Ince, freelance writer and game designer, posts thoughts and comments on these two meaningful aspects of his life.

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Name: Steve Ince

Saturday, July 31, 2004

Developing Thoughts

The latest column has been published on the Randomville site.

"The old saying, "The customer is always right", is often taken too literally and many customers believe it allows them rights and privileges beyond what should reasonably be expected."

Friday, July 30, 2004

The Guardian set to launch gaming blog

There is a piece about the launch on Strange Attractor. Apparently it will be available on Monday 2nd August. Will our own personal gaming blogs stand up to comparison? :)

Garden State

Apparently it's a film, written by, directed by and starring Zach Braff - JD from Scrubs. It's also the name of a Blog by Zach. As it has a connection to writing and as I'm a big fan of Scrubs I thought it deserved a mention.

Vanishing post

After listening to some advice from someone near to me and on deeper reflection I have decided to remove the last post I made.

Wednesday, July 28, 2004

More Game Number 12

I spent a lot of today thinking through various things, paying some bills, sending off a book proposal.  You know, the usual sort of thing.  Then I decided to put in some time on the game proposal.

I've been thinking a lot about control interfaces lately and so decided to put something down about how I would expect GN12 to be controlled.  What I always love about interface development is that it concentrates my mind on how the game should play as I think it through.  I have this mental image of the game playing out in my head with menus popping up and icons changing.  It's quite exciting because I always feel that I'm a good proportion of the way there if I can get all of this down on paper.

Of course, there's a long way to go, but it's going so well that I could have it mostly finished by the end of August.  It's always good to set yourself deadlines.

Phew!

Late last night I finished a script editing job I did for the game The Westerner.  This is a game that's already out in many European countries, but has only just been translated into English.  I was asked to give the translated lines a little injection of consistency and make sure the humour came across properly.

It was a fun project to be involved in, but because I was putting so many hours each day into the editing, I'm a little glad it's finished.  I just hope the voice recording goes well.

Inspired by a boy with Leukemia

This article over at the BBC news site is rather inspiring.  Well done to both Ben Duskin and Eric Johnson.  I'm downloading the game as I write this.

Dino Dini on Development Talent

A very interesting piece on the GI website (via the IGDA newsletter) on Dino Dini criticising the way that the industry treats development talent.

' "This industry does not really champion individuals," he explains. "How many people know the creative force behind GTA3 for instance? Instead, the industry has pushed the labels, the publishers, the brands. Although this works in the short term, brands generally have a limited lifespan, as we are now starting to realise. If you want true longevity in this industry, it has to be through the promotion of the talent behind the products." '

I couldn't agree with this more.  If you look at films, it's always the actors/directors/producers/writers/etc. that are seen as selling points, never the film studio or the distributor.  How many games have you seen where the development studio doesn't get a mention on the front cover?

Monday, July 26, 2004

ECTS

I've just booked my hotel and train tickets for ECTS.  I shall be down in London from Tuesday evening to Friday afternoon and now need to spend the next month arranging meetings to fill all that time.

Sunday, July 25, 2004

Comments

Because the Blogger comment system only allows registered users to comment, I am going to switch over to the Haloscan system.  So I don't lose anything said so far I'm going to copy and paste the existing comments over to Haloscan.

Game number 12

I was recently asked to write a proposal for a new game.  I've given it the codename "Game number 12" for the simple reason that if I choose a cool codename it's more than likely to stick and the title that I really want to use will have no chance.

It was a strange situation, because I have four other ideas in different stages and each has its own strengths, but none were suitable for this project.  So I had to start from scratch, which was much more daunting than I thought it would be.  As many of my ideas spring from my subconscious, unbidden, this was something relatively novel for me.  Usually the "sitting down" period is where I develop the ideas rather than originating them.

Two days later I was no further on and despaired that I would be able to come up with anything at all.  Had my creative juices finally dried up?  Of course not, I just wasn't approaching the problem in the right manner.

Once I began to analyse the problem I realised that the first thing I needed was a strong lead character.  One that the player would empathise with and who would offer enough gameplay opportunities to fill a reasonably sized game.  After deciding on the type of character I wanted, a few background details followed which allowed for a good setup for the game.  A couple of supporting characters imediately suggested themselves and a villain, though he needs some serious work.  Villains always do or they end up being to corny.

From starting with nothing, I'm now in the position to start thinking of the interface and gameplay in broad terms.  I'm a little torn for the actual viewpoint at the moment, but I think that should sort itself out very shortly.

Saturday, July 24, 2004

Are Publishers This Evil?

This article over at JoeUser.com takes an interesting stance.  While I disagree about the impact that piracy has - even a small loss to the pirates can tip a company into unprofitability - directing so much ire at publishers comes across as a little over the top.

While I know that there are many things that publishers do wrong, or at least could do better, suggesting that they are to blame for the demise of the PC market is a little silly.  Consoles are winning out because they provide a simple and effective solution for the customer's need to play games.  Simply plug in all the cables, put the disc in and play.  There's no need for all the faffing around with operating systems, compatibility and the like.  Besides, not everyone really needs a computer.

Planning my novel



The above pages, pinned to my noticeboard, are the planning stages for my novel.  It needs a lot more work before I'm happy with the structure, but having it in this form means I can see how the structure is shaping and how the novel breaks down into "acts".  Thinking through the scenes and sequences that the boxes represent would suggest that it's going to be a mammoth book...

Friday, July 23, 2004

More about women characters

I currently have five game ideas percolating about in my head and on paper, all at different levels of development.  Blow me if they don't all have either a female lead or a strong female support to the male lead.  One of them even has two females - lead and support.  What am I thinking of?  I should have consulted Greg Kasavin first.

None of these characters, by the way, are intended to be scantily clad, unnaturally proportioned or have magic powers.  Nothing that will get in the way of my developing them as well-rounded female characters.

You might guess, I'm a bit miffed.

I can't do women

Just found a link to an article on women characters in games by Greg Kasavin.  Whatever good he might have tried to say in the article was completely spoilt by his closing paragraph in which he says:

"In short, I think men are inherently incapable of doing an adequate job of properly presenting female characters in games"

I just find this incredible.  That anyone could say such a thing strikes me as blinkered and without proper thought.  It's like saying that men can't write romantic films.  I hope that Richard Curtis doesn't take any notice.

Developing Thoughts

The latest column has just been published on the Randomville site and can be read here.

Going with the flow
Ensuring that a game works as a whole is very important to the satisfaction the player will feel as they complete it. As with story and research, the flow of a game can make or break the experience.

Thursday, July 22, 2004

Designing games for real people

At last an actual gamer, Stuart Walpole who's a real person and shares his thoughts on what games should not be delivering.

"When placing a sequence in a level, ask yourself: "Am I challenging the player and giving him a compelling experience, or just trying to slow him down?" If the answer is the latter, cut it out like the cancer it is."

Are you listening, Square-Enix?  Eight hours was all I could bear of the tedium that was FFX.  Such a disappointment after FFIX.

Stuart also looks at the positive and highlights games that did things well.

"Games such as the "Monkey Island" series, "Day of the Tentacle" and "Sam 'n Max" broke this trend simply by tightly designing the game to avoid any instance of player death, and never put the player in a "gotcha" situation where he can no longer access a crucial item that he should have picked up earlier."

Good game design, indeed!

And my own favourite:

"The days when players were expected to map their progress out on graph paper or take copious notes are long gone."

If I have to take notes in a game, then it's a game I don't want to play.

A great article and much to think about for all of us game writers and designers who sometimes like to think we know better than the players.

GameBlogs

More game-related blogs than you can shake a stick at here.

Tuesday, July 20, 2004

High Costs

This thread on the IGDA forums got me thinking about the costs of developing games.  Because so much effort is placed on original engines and other technology related aspects, almost every game that comes out uses a completely different set of technology from every other.  It's the equivalent of refurbishing the cinema every time they want to show a new film.
 
Costs are in danger of spiralling out of control so that very few games actually make a profit for their creators.  The small game developer struggles to stay in business because sales figures that would have been profitable five years ago no longer are.  Publishers seem to have a stranglehold on what appears on the shelves.  So what does this say to me?
 
I believe that the time has come to emphasise game content over technological innovation.  Do I really care if this new game is squeezing ten percent more polygons onto the screen when the gameplay is sparse or poorly implemented?  Do I care about the special effects if the characters are unrealistic and animate badly?
 
The only way to develop games that have a chance of being profitable is to cut out the cycle of constant technological innovation and create games which can re-use resources, tools, engines, etc.  Games should be developed along the lines of successful TV series and come out more regularly and not have to wait for five years of technology and hype.

Monday, July 19, 2004

RPG thread

There's an interesting thread over at the IGDA forums on the good and bad of RPGs in video games, particularly when compared to paper and pencil RPGs.  For those who wish to read the thread it can be found here.

Links

I've been placing some links in the left hand column, which you may be interested in visiting.  There are many more that I need to include, yet, but if you know of any other links that you think are relevant to the theme of the blog, then please let me know.

Games as Art

Speaking of Philip Pulman and China Mieville, it made me think of the idea of Video Games as Art, for this is a subject that often raises it's head in discussions on the quality of games.  I honestly believe that until we can aproach the quality of top novels will games ever seriously be considered art in a broad sense.
 
It's clear what my mission in life has now become.  :)

No one told me...

On Saturday I bought Northern Lights, the first volume in the His Dark Materials trilogy by Philip Pulman.  Although I'm only a quarter of the way through it, I'm already loving it.  What I find I'm now asking myself, is how this has kept below my radar for so long when it's such a beautiful piece of work?  It then makes me wonder how many other wondrous novels I'm missing out on.  I discovered China Mieville by chance, too, and mentally kicked myself at the time for having missed that.
 
How do other people keep abreast of all that's going on in the world of quality fiction?  Are there mailing lists or websites that are dedicated to exactly this kind of thing that I should be visiting regularly or subscribing to?  At the risk of loading myself down with vast numbers of magazine subscriptions, which are the best ones to take up?
 
Answers on a postcard, please...

Sunday, July 18, 2004

Developing Thoughts

The latest edition of my weekly column, Developing Thoughts, has just been published on the Randomville site and can be viewed here.  A short excerpt follows:

Researching the Unexpected
The key to establishing authentic detail is plenty of research – geography, terminology, clothing, equipment or historical facts, for instance. The level of authenticity can determine how deeply players will immerse themselves into the world that’s been created.

First Post

Welcome to a new blog which I intend to be specifically aimed at the subjects of writing and design.  Please feel free to post comments and thoughts.