Susan O'Connor Interview Transcript
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Q: So for games, let's say when you say that you want the player to be in control, what does that leave you, as a writer, in terms of building a compelling narrative for the player?
A: It's a great question and it's a little different on every project, and I think one of the ways I've addressed it, and this is something I've learned through being a contract writer and a freelance writer, which has its own set of problems. But one of the things I love most about it, is the opportunity to work with several different studios over a short period of time, and seeing what works in different places. Because everyone has a different approach to this. I've come to realize that the best thing the writer can do, in any situation, is completely integrate themselves with the rest of the team, and get everyone on the same page as far as story goes.
And 'story' maybe isn't even the right term, but like 'emotional experience' that the player is going to go through, is maybe another way to put it, because so much of it is going to happen through what they see and what they do, as much as what they hear.
I think sometimes the idea that story equals dialogue, that is really the last step in a long and convoluted process. Story is, and John Sutherland even says this in one of his articles, story is conflict. And that conflict begins well before the game comes together. It happens at the very beginning when you think of what kind of engine you've got, and what kind of genre of gameplay you're going to be working with. For example, if it's a first-person shooter, it's a given what kind of conflict you're going to have. It is going to be really visceral, it's going to be really adrenaline-soaked, it's going to be very intense. Your story has to enhance and deepen that kind of gameplay.
So it's one place to start, thinking about the genre itself, is this an RPG, is it going to be an RTS, is it going to be an MMO? Whatever alphabet soup you're swimming in, using that as your point of reference. And then also of course, obviously, one of the great things about making games in 2007, is that there have been so many games made. So you've got this huge library you can look at of things people have done well or things people have tried and failed at, that is so invaluable.
To get back to your base question, about what can you hang your hat on? I think it's ironic, that your biggest problem is also your biggest asset, and that is your player. On the one had he is not there in the room with you, or she is not there in the room with you, you don't know how that person plays the game, you don't know how to design for them. But because anyone can be the player, that means that you, the writer, can be the player. I think that is a great place to start, which is, as I move through the space of this game, even if it's in this really rudimentary form, how is this game going to feel? Talking with the lead designers and the level designers and the audio guys and the programmers, what's it going to feel like in this game, what is it going to be like?
You start with the high-level story concepts and you bring it together with high-level gameplay concepts and you literally just feel it out.
It's not a completely logical process; some of it really has to be intuitive, gut-level kind of stuff, so you are kind of feeling your way in the dark a little bit, but it does seem to be an effective way of making it come together. I hope that makes sense, it's kind of a weird answer, I know.