How to Write Scripts for Computer and Board Games
Author: Anne Hart
Date: 07-01-02
The goal of fiction writers in the new media is to adapt your story,
novel, or script to as many platforms, formats and media as possible and
to sell to multiple markets - either online, multi-casting, or multimedia.
Computer game scripts aren't only for computer games anymore. They're
used in dramatizations for training and learning simulations and other
learning materials as well as for entertainment online, on disk, and for
infotainment and edutainment at all levels from corporate training to
Web sites for children and young adults, seniors, and students.
Here's how to write a computer game script that you can adapt to any type
of simulation training or interactive learning as well as entertainment
fiction.
The average computer screen interactive video or game has double that
amount to account for the camera directions, the director's directions
(since you're the director and the writer on the computer as you are in
animation). So to adapt your screenplay to the new media, separate the
beginning, middle and ending exactly as you would cut off the beginning,
middle, and ending of a short story or novel. In a screenplay, every scene
forms a creative concept. In the industry, the executives try to separate
the one-line high concept from the whole-story-based creative concept.
A creative concept is a basic device that's used like an all-encompassing
net to catch all the important events of the story. Think of your creative
concept as a native American dream catcher net full of feathers and beads
woven into memories and facts of your story. Its one purpose is to grab
the audience's attention and squeeze until it gives pleasure or emotional
response, like fear.
Summarize the highlights into a single paragraph that tells the story.
In a screenplay, it has been said and for the past two decades been written
about that you divide your story into three acts. However, in adapting
a script or story to the new interactive media, you don't divide it into
three acts, and you don't divide it into six acts. You bring out eight
octopus-sized tentacles or branches and you hang your computer game script
or interactive book story on those eight branches.
It has been said that at each new path, or what the screenplay books of
the seventies used to call turning points, a new crisis happens that propels
the action in forward. However, in the new media, each new crisis instead
propels the action down another branching pathway, through another road,
and into another narrative. Again, the reader chooses when the action
is supposed to branch and turn on its dime to move forward in not so much
a new direction, but in the direction the reader says it will move.
The writer no longer chooses. Interactively, the reader chooses.
If you need to write a premise and introduce your hero, in an interactive
script you adapt your old media book by writing a summary of the end first
and then working backwards to the first chapter or the first page. Interactive
books are adapted by writing back starting with the end of the book, story,
or script and shuffling the deck. The crisis that sets the story in motion
is never limited to only one crisis, but eight, or four, or two, or some
other even number. Let the reader choose the crisis the viewer wants to
work with, and give more than one summary of each chapter. You adapt a
script to the new media by working backwards from the end of the adventure.
Here are some problems to solve as you write your dramatizations for
training scripts online or computer game scripts:
- In a nonfiction interactive script, find your biggest weapon to slay
the problem that has to be solved in the action of your nonfiction script.
This cliffhanger approach is good when you're writing a how-to training
video, film, or CD-ROM learning tool.
- Create a high-stakes races to hook your cliffhanger on.
- Find a new acronym for each 7-minute scene in your script and lay your
cliffhanger on at the end of each 7-8 minute segment of a nonfiction script.
- If you're looking for a cover-all that makes your script hang together,
use the cliffhanger to make a connection between what's a household name
in your script, the problem to be solved, and the method your narrator
or main character uses in the dramatization to solve the problem and reach
a conclusion.
- Sell your cliffhangers to the interactive TV market targeting ADSL (assymetric
digital subscriber line) technology. ADSL is high bandwidth Internet connectivity
that you can use to bring your script to commercial quality video on the
Web. Use videoconferencing as a means to transmit your scripts to a live
audience interested in nonfiction - that is problem solving, skill training,
test taking/preparation, and feedback at business meetings.
- Use wireless paths to sell your cliffhangers, and use cliffhangers in
training videos and videoconferencing. The phone companies are eager to
get into the interactive TV business.
- Write scripts about bandwidth itself for a technical audience as practice,
using cliffhangers every 7-8 minutes as paths provided for the narrator
to take new action and move the script faster until a problem is solved
at the end and the skill is learned by the corporate employee or student
watching your script.
- Have your script read before a live audience or through videoconferencing
and have the audience decide which cliffhangers to insert at each point.
Use about 8 cliffhangers per instructional film script.
- Cliffhangers can be used in nonfiction comic books or graphic instructional
materials. Most comic books are 32 pages in length. Double that size to
64 pages and you come out with a script for a computer game lasting 22
minutes or more. You also get a graphic
novel at that length or a booklet on how to perform a special skill.
The competing cliffhangers grow in volume as the story moves forward, even
if it's a routine safety instructional film to train vehicle drivers.
Test your cliffhangers' performance. Set up a Web site and get feedback
from your cliffhangers from an audience. Try before you make your cliffhangers
permanent.
You're teaching even if you're not writing anything instructional in the
traditional sense. Propaganda films teach a lesson, too. You get at
the emotional response of the audience through cliffhangers. Then you
appeal to their thinking, logical side to insert the facts that come after
the cliffhanger. Either the narrator, the product, or the audience can
become involved n the cliffhanger and solve the problem to get the answer.
Use mazes when appropriate. Even mazes can become cliffhangers, and text
mazes of logic are useful only when you are teaching the viewer to use
test methods to solve problems. When writing cliffhangers, use more emotion
and less demand that the audience think. Most people view a script to
have fun and learn by passive imprinting and associations rather than
to be forced to solve problems.
Therefore, let the dramatized character solve the cliffhanger/problem.
A cliffhanger is a substitute for a problem to be solved in a nonfiction
script. In a fiction script, a cliffhanger is hidden problem to be solved
and exposed suspense requiring emotional reactions to solve.
Five Steps To Dramatizing Interactive Personal Essays For The New Media
- Ask a specific question.
- Use the essay to answer the question.
- Write the question at the start of the essay and make your question
interactive inserting many branches or possibilities each possibility
narrowing down more and more to concentrate your reader's mind.
- Use the interactivity to ask the reader how does this paragraph help
answer the question?
- Whenever the paragraph finishes answering the question begin a new branching
narrative, pathway, or choice for the reader. It's time for a break of
concentration and a shifting to a cliff-hanger. Even the brief personal
essays in interactive media can have cliffhangers, even in nonfiction,
autobiography, and other personal essays based on life experience. Many
experiences can lead to a topic for writing in any media, such as how
to receive email interviews.
Another fiction with a real-life practical use online topic you can make
a script or article from is how to get terrific email interviews. Books
can be written from lists such as a list fleshed out of what are the funniest
things that happened to employers recruiting employees on the Internet,
such as viruses that came with resumes. Base your writing on interviews
with dozens of human resources personnel who hire people from the Internet
based on resumes and correspondence coming in my email and from Web page
recruiting.
A writer gets all interviews for a book from the Internet. I once wrote
a book based on hundreds of interviews all gotten by email. I requested
the interview by email and got the person on the other side to give me
the interview by email only. Most of my interviews in the past were with
famous and best selling authors and screenwriters, including interviews
with big-name screenwriters who switched to writing for the new media
(like Ken Goldstein, publisher/screenwriter of the Carmen San Diego series
for Broderbund), and best selling interactive novel writers/publishers,
and virtual press publishers. You could write a computer game, animation
script, essay or an article or book on how to get great interviews by
email for any writer who is working on a book or a column. Your title
could be: Secrets of Success in Email Interviewing. What\'s the funniest
thing that happened to you on the Internet while writing your column or
other creative writing?
Interview
Jeffrey Sullivan of DigitalArcana, Inc.
http://www.DigitalArcana.com
What outlook do you see in interactive multimedia for freelance fiction
and/or nonfiction writers as far as making a living, opening a writing
service or home-based business, or getting a job?
There is tremendous opportunity for writers (both fiction and non-fiction)
in the area of interactive media. The incredible growth in the market
has spawned a strong appetite for new talent, and the increasing market
shares in the more mature sub-markets mean some increase in pay rates.
Building a career in this field remains a fantastic opportunity, but there
are some things to remember:
- Know your field. Don\'t just hop on the bandwagon because you hear interactive
is "the next hot thing." Not only will it be easy for potential
employers to sniff this out, but it's the absolute worst thing you can
do, both for your personal employment opportunities, and for opportunities
for writers in general. One of the biggest problems in interactive is
that there are a lot of "displaced writers" from other media
who figure that "writing is writing," so they just hop into
interactive, over-promise what they can do in this tricky medium, and
leave producers with a bad taste in their mouth for "professional
writers."
- The newer the field, the more appetite, but the less the pay (in general).
if you want to be on the cutting edge, be prepared to pay the dues.
- Love this stuff. If you're just in it for a paycheck, then #1-2 above
will ensure that you not only flop, but that you make it harder for other
writers to follow you.
What kind of training would a writer need to start a career as a freelance
writer in interactive multimedia?
The two key ingredients are experience in the genre of interactive you
want to work in, and solid writing skills. Solid writing skills is something
I'll take as a given (if you don't have it, I can't tell you how to get
it). Experience is easy to acquire. Go out there and use the products
you want to create. If it's adventure games, play adventure games ravenously.
If it's edutainment, then experience all of them out there.
One caveat: don't just check out the "hot" titles in a field.
There's nothing worse than hearing a person rattle off the two or three
best known entries in a field as their favorites, a sure sign that they
haven't done their homework. (A side note: if I had a dime for every time
I heard someone tell me they had an idea for a cross between "Doom"
and "MYST" over the past few years, I'd be independently wealthy.)
For the older writer - 55+ - who has been rejected by ageism from the
Hollywood screenwriting market, or for the novelist seeking a publisher,
what does interactive multimedia offer?
I hate to say this, but in many of the interactive fields, ageism is even
worse in interactive. In all of the "hot" areas like cutting-edge
gaming and interactive fiction, there is a fairly strong perception that
anyone over the age of 30 (!) doesn't "get it," and can't write
this stuff.
The perception is that well-established linear writers simply can't think
non-linearly as interactive often requires. However, I think that in the
fields of reference, education, and entertainment, there may be much less
of this attitude. Since my experience lies elsewhere,
however, I can't be sure.
How would a freelance writer of fiction or nonfiction who has been
doing print writing for years begin to make the leap to get into writing
interactive multimedia? Are there any jobs out there for writers who can't
find work on daily newspapers because of the downsizing of daily newspapers?
If you're a newspaper writer, your best entree into interactive may be
with the marketing department of an interactive company; there your skills
are the most directly relevant. Once you're in, you can absorb the culture
and experience, and try to branch out into other areas.
For general writers, the key is, as I've mentioned above, knowing the
field. Know as much as you can about what has worked (and what has not)
in your field, and know why things work or don't, in your opinion. Knowledgeable
people in this field are rare, so preparing yourself is a great way to
get that foot a little farther in the door.
What advice would you give to creative writers of all types to enter
the new media?
Know the area you want to work in exhaustively. And try to know the other
areas at least in passing. You never know where a good idea (or even a
bad one) in one field will yield a great innovation in another.
Is there anything readers might want to know about the hidden markets
in interactive multimedia? Can one work at home?
Working at home is a definite option in many cases. Interactive firms,
being much more highly computerized in general, are a lot more comfortable
with the concept of telecommuting or simply working off-site than many
other industries.
Is it easier to sell to the interactive multimedia market than to try
to find a print publisher for one's novel, screenplay, or how-to nonfiction
book?
No. With respect to a book, you can create what is essentially the finished
product. with respect to a screenplay, even though the script isn't the
finished product, the accepted convention is that writers don't do anything
more than a script. In interactive, however, the norm is to need to do
a prototype or sample art in addition to a design document, so there is
more to do to get an idea sold. Add to that the fact that many companies
have more ideas than they can handle, and the market for new ideas is
not as great as it once was.
What education is best for a freelance creative writer to get a foot
in the door in the new media?
A background in computers, writing, game playing (if you're interested
in the game market).
Can a writer educate himself at home and work at home, or must there be
a college degree with a major in interactive multimedia to enter the occupation
of writer in this field? In other words, will a B.A. in English get one
in the door? What other job titles are there in interactive multimedia
for writers? What else can they do in this field to find work? How long
have writers been writing for interactive multimedia? Five years? Three
years?
Absolutely not. For one thing, these college degrees are so new that there
are few people in the market who will even have one. Second, this industry
values credits and experience over degrees more than many other fields.
The more technical your interest, however, the more likely that a degree
will be necessary.
What's the future of multimedia for freelance creative writers?
I think that creative people will be the guiding force in moving interactive
media into a new and mature mass-medium. Technology can only take you
so far, and although we've been driven by it so far, it is becoming harder
and harder to differentiate your product on technology alone. Soon, it
will be impossible. The companies know this, but they are often caught
between two cultures (technology driving product and content driving product);
soon their minds will be made up for them.
Copyright 2002 Anne Hart.
All rights reserved.
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