Black&White 2: Developer Diary #4
It’s time once again
for Black & White Studios to embark on the fabulous journey through the development
diaries so that you’ll be able to keep abreast of all the goings on in the world
of Black & White 2. I’ll be your guide through the entire development process
of the game and, lucky you, you get to experience it all from my rather distinct
perspective.
John McLean-Foreman
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When I was a reporter and
still struggling to land my first job as a fiction writer, I used to work from home
most of the time. My ex (and you’ll see why she’s an ex shortly) never seemed to
be able to understand that just because I was in the house, it didn’t mean that
I was available for conversation. It took me so long to get into the minds of my
characters that any interruption meant starting all over again. So, in an attempt
to truly emphasize how important it was that I be left alone, I would slam the office
door in her face. Yeah, yeah, I know, I was a jerk. |
I don’t know about other
fiction writers, but for me to be able to write most effectively, I not only need
to be able to feel the actual emotions of my characters, but I have to experience
the world through the distortion of their biases. In essence, I have to become those
characters, if only for a little while. It usually takes me about 15 minutes, but
with focus and a bit of luck, I can transport myself into their world to the point
where I can almost touch it. In those rare moments where it works really well, I
can smell the earth of the forest; I can hear the sound of rain falling onto the
grass; I can feel the sword as it slides under my ribs and rips open my heart… It’s
a bit of a surreal experience, but from the moment that I manage it, I become completely
lost for three hours at a time; words spill from my fingers as if I’m taking dictation.
That doesn’t mean that what I write is always good, in fact I can pretty much guarantee
that the first three drafts of anything I put to paper is bloody awful, but as long
as I remain undisturbed, then I’m a step ahead.
Therefore it comes as no
surprise that karma has bitten me on the ass – payback for my deplorable behaviour,
you might say. Couldn’t cope with one girlfriend disrupting your mental flow ya
grumpy git? Well then, time to try 50 co-workers instead. Emails, private messages,
meetings, urgent questions that need immediate attention, recording sessions, things
that are completely unimportant but really interesting to watch, and nary a slammable
door in sight, are all part of an average day in Black and White Studios. If any
of you ever want to get a job writing for a videogame developer, my advice is that
you learn to shift your focus back and forth between tasks as quickly as possible.
It’ll make things so much easier.
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Another thing to prepare
yourself for is that everyone in the office will have ideas that they’d like to
see added to the story. Obviously some of them are going to be deplorable, but then,
so will a whole heap of yours. The trick is that you need to be willing to discard
what doesn’t work in favour of what does, and if that means that you have to dump
one of your beloved concepts in favour of someone else’s, then so be it.
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When I first started working
at B&W studios, things were relatively easy for me. I was brought in because,
well, I’m a writer. That’s my job. Add a subplot here, throw in a character arc
there… Everyone involved in the story was more or less thinking along the same lines,
and it was shaping up quite nicely… And then he came. His name was, and is, PJ the
cinematographer. PJ was in the office for about 20 minutes before I decided that
he was from hell and that I wanted him to die. It didn’t matter what I said, he
thought the idea was terrible. I can’t tell you how many times I had to start the
story from scratch simply because of his input. The worst part about it was that
he was very frequently right. Damn him anyway. Ironically, PJ and I are now close
friends and almost always agree with each other in regards to the story. It comes
from trusting in each other’s skills, I suppose.
There are actually a lot
of things that can influence a story in a game. First of all, you have to remember
that the story is there to support the game, not compete with it. As such, you want
to interrupt the player as infrequently as possible with story elements that are
only long enough to get the point across in a meaningful way.
Another thing that has to
be taken into consideration is censorship. Germany, as an example, has very strict
laws regarding what can and can’t be shown in videogames, and while it may be tempting
as a creator to give the censors the finger and go about your job, it’s not the
smartest of business decisions. Germany is one of our largest markets, and if you
really look at their laws closely, the main thing that they’re worried about is
excessive and graphic violence. As anyone who has read my monthly comic book Patient
Zero will tell you, I love to delve into the very disturbing elements of what it
means to be human. There are some pretty horrible things that happen in all my work,
but the thing is that you don’t need to show it, and you certainly don’t need glorify
it.
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On the topic of need, do
you really need a story in a videogame at all? No, of course you don’t, but I believe
that it can make a great game that much better. Jonty and I frequently have a conversation
in which he asks me if we really need certain parts of the story in the game. My
answer is always the same: No, we don’t neeeeed it, but if the goal is for the players
to have an emotional reaction to the characters, then yes we do. It’s very easy
to write something that suggests to the player that they are about to be attacked
by the computer. All you have to do is write the scene: a huge group of Norse warriors
charge over the hill screaming and waving their axes. Job done. However, if you
want the player to feel outrage, jealousy, remorse, joy, or any other of a wide
range of emotions that makes the Norse charge meaningful, you have to layer in the
more complex story elements that will do that. |
I could go on endlessly
about the story, about what a rush it is to see our artists and animators bring
life to characters that were recently nothing more than words, or the great actors
that convey a subtlety and subtext to the dialogue, or the music that draws you
into the cutscenes and sweeps you along, or even the cinematography that communicates
through the slightest of camera shifts, but sadly we’ve come to the end of the diary
once more. I do really love the topic though…. hmmm…. I think maybe we’ll have to
return and talk about the story and cinematography… I’ll see if I can’t get PJ to
teach us some of his tricks.