Title: Collaborative Writing and Vast Narratives
1Collaborative Writing and Vast Narratives
- Principles, Processes, and Genteel Truculence
2Who Are We?
- Ken Rolston
- Designer Paranoia, RuneQuest, ADD, WFRP, Tales
of the Arabian Nights - Lead Designer Morrowind, Oblivion, Big Huge RPG
- Mark Nelson
- Lead Designer Shivering Isles
- Lead Narrative Designer Big Huge RPG
We Create Vast Narratives.
3We Disagree About What Makes Vast Narratives Work
4What Ken Believes In
- Setting
- Exploration, Pilgrims, and Tourists
- Theme
- Faction, Loose Narrative Threads
5What Mark Believes In
- Story
- Plot, Pacing, and Revelation
- Character
- Dialogue and Voice
6Setting and Theme Are Incredibly Important
- Coherence
- Ownership
- Immersion
- IP
7Except For the Horrible Problems
- High Overhead
- Static
- Less Memorable
8Setting and Theme Done Right
9Setting and Theme Done Right
- Morrowind
- Detailed Faction Gameplay
- Early Focus on Consistency of Theme
10Setting and Theme Done (Not So) Right
- Oblivion
- Too Massive
- Too Generic
- Cautionary Tale
- Of Ashurnibibi and Nchuleftingth
11VERY IMPORTANT RULE
- Setting and Theme must be the Designers primary
focus, as they are the building blocks of vast
narratives without them, players are left
without any narrative touchstones.
12Story and Character Are Incredibly Important
- Dynamic Elements
- Player Attachment
- Low Overhead
- IP Retention
13Except For the Horrible Problems
- Difficult to Maintain Consistent Voice
- Story Demands Exposition
- Games Rarely Do Story Well
14Story and Character Done Right
- Chronicles of Riddick
- Half Life 2
- Eternal Darkness
15Story and Character Done Right
- Shivering Isles
- Focus on Individual Characters
- Simple, Fast-Paced Story
16Story and Character Done (Not So) Right
- Oblivion
- Again, Too Massive
- Too Many Cooks
- Cautionary Tale
- Of Jack Bauer and the Search for the Da Vinci
Code
17VERY IMPORTANT RULE
- Story and Character must be the Designers
primary focus, as they are the engines by which
we drive players to continue to play our games.
18SoWhats a Designer to Do?
- Focus on Story?
- Focus on Setting?
- Focus on Both?
- Yes
- and No.
19Early DesignFocus on Setting and Themes
- Create Simple Themes
- Ex., East vs. West
- Make a Map
- Major Geographical Features, Unique Topography
- Establish Factions
- Built-In Motivations and Conflicts
20and When Ken Isnt Looking
- Create Keystone Characters
- Listen to the Voices in Your Head
- Imagine Big Events
- Discover the Scenes You Really Want to Write
21VERY IMPORTANT RULE
- Early focus on Setting and Theme is imperative,
as all good stories and characters are derived
from their associated environments.
22Late DesignFocus on Story and Character
- Write Character Bios
- Backstory, Common Archetypes, Reference Images,
Sample Dialogue - Draft Your Plot
- Act Structure, Key Moments, Narrative Reversals
23and When Mark Isnt Looking
- Integrate Faction Conflict
- Find Places Where Theme Has Accidentally
Appeared, and Expand on It - Look for Unexploited Hooks
- Tug On Loose Narrative Threads
24VERY IMPORTANT RULE
- Later focus on Story and Character is necessary,
as settings devoid of conflict and resolution are
unable to sustain player interest.
25Approaches Weve Taken to Manage The Process
- The Black Box
- The Evil Overlord
- The Combo Platter
26The Black Box
- Individual Designers on Individual Storylines
- Internal Consistency
- Scalable
- No Interaction
- Insular
27The Evil Overlord
- Shared Design With One Vision-Holder
- Consistency of Voice
- Variety of Style
- Bottlenecking
- Seagulling
28The Combo Platter
- Early Overlord/Late Black Box
- Tone Established Early
- Increased Individual Ownership
- Greater Accountability
29VERY IMPORTANT RULE
- Large teams are necessary to create vast
narrativesmanaging these large teams requires
strict oversight.
30SoWhat Have We Learned?
- There are many VERY IMPORTANT RULES for designing
vast narratives. - These rules must never be broken.
- These VERY IMPORTANT RULES should be understood.
- These rules should be broken whenever necessary,
convenient, or perversely enjoyable.
WRONG!