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In any story-driven media, be it novels, narrative videogames, films, etc., you can’t have a very successful project without solid writing. While visual media like film and videogames (and from here, we’re speaking of games with central story lines, not Tetris) don’t necessarily rely on the spoken word as heavily, the writing is still an essential part of the production. With narrative becoming more and more important in gaming, and the industry growing at such an exponential rate, we’re seeing more established screenwriters try their hand at writing for games. But can these skills really be translated into such a vastly different media?
Levine’s presentation underscored the unique nature of the gaming medium in terms of storytelling. The best game writing will take advantage of the interactive nature of gameplay and the player’s level of interest in the world, offering a sort of multi-tiered experience (i.e. in Bioshock, a player could enjoy the game on the surface level, or they could hunt down every audio log and pay attention to the rich story details present in the atmosphere).
It’s true that many basic principles of good traditional screenwriting will also apply to a game. Writers are constantly told to keep character’s motivations in mind, to keep scenes short and meaningful, to “show, don’t tell” as much as possible. Levine’s specific advice comes in handy here as well. The first two points (respect your audience, trust mystery) work just fine for a film script, though the third (empower the gamer) requires an entirely different mindset. Telling stories in an interactive world creates its own set of complications that need to be addressed in a clever, design-minded manner and empowering the player is one of the toughest tricks to pull off.
With respect to Wan, this doesn’t exactly inspire confidence. While it’s encouraging to see a talented writer who clearly knows Saw behind the game adaptation, it seems as if that just isn’t enough to translate a property into an entirely new realm. It’s as if an accomplished playwright set out to pen a film, using only the conventions of theater (consequently, many early films were little more than “filmed plays”), highlighting that gaming is still proving itself as a medium.
Read [Destructoid] Also Read [Kotaku]
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