GDC Thoughts - The Unexpected Case Of the Round Table In The Night
Something funny happened at the Game Writers’ Round Tables I hosted this year at GDC.
Now, I’ve been running these round tables for a while. This was, if my fuzzy memory serves, the eighth year the folks at GDC have kindly consented to let me gather up members of the scribblers’ tribe in a room to discuss techniques, concerns, process and other vagaries of game writing. They are generally well attended, and they are generally well reviewed (kayn-ahora for this year).
This year, we talked about a lot of different things across the three days. Portfolio building. Character-driven narrative construction. Working with voice actors. You name it. I always take notes at these things; after the show I collate them and send them out to all of the attendees. When I started collating today, a rough word count for the three sessions’ worth of stuff was close to 5000 words.
But what was just as interesting to me was what wasn’t talked about. In the early days of the round tables, there were a few topics we always zeroed in on. How do we convince teams that writing is important? How do we get a writer a seat at the table early on, so the narrative doesn’t feel tacked on? How do we start to interface with the rest of the team?
This year (and really, very little for the few years previously), there was none of that. The conversation we were having assumed narrative was important. It assumed that teams that wanted narrative would get writers on board and integrate them with the team. It assumed collaboration with level design and sound and creative direction.
The goals we had aspired to had become part of the landscape, baked into the conversation as a given.
Which, in the vernacular, is freaking awesome. Because it means that we can move past the basics to discuss other things. Because it means game narratives are starting from a better place in the production cycle. Because it means the industry’s going to let us do better work.
So is this it? Are we done? Absolutely not. There’s still miles to go before we sleep, at least when it comes to creating interactive narratives. There’s so much still left to do. But as an industry, collectively, we’re closer than we used to be.
And to me, that feels like winning.
Now, I’ve been running these round tables for a while. This was, if my fuzzy memory serves, the eighth year the folks at GDC have kindly consented to let me gather up members of the scribblers’ tribe in a room to discuss techniques, concerns, process and other vagaries of game writing. They are generally well attended, and they are generally well reviewed (kayn-ahora for this year).
This year, we talked about a lot of different things across the three days. Portfolio building. Character-driven narrative construction. Working with voice actors. You name it. I always take notes at these things; after the show I collate them and send them out to all of the attendees. When I started collating today, a rough word count for the three sessions’ worth of stuff was close to 5000 words.
But what was just as interesting to me was what wasn’t talked about. In the early days of the round tables, there were a few topics we always zeroed in on. How do we convince teams that writing is important? How do we get a writer a seat at the table early on, so the narrative doesn’t feel tacked on? How do we start to interface with the rest of the team?
This year (and really, very little for the few years previously), there was none of that. The conversation we were having assumed narrative was important. It assumed that teams that wanted narrative would get writers on board and integrate them with the team. It assumed collaboration with level design and sound and creative direction.
The goals we had aspired to had become part of the landscape, baked into the conversation as a given.
Which, in the vernacular, is freaking awesome. Because it means that we can move past the basics to discuss other things. Because it means game narratives are starting from a better place in the production cycle. Because it means the industry’s going to let us do better work.
So is this it? Are we done? Absolutely not. There’s still miles to go before we sleep, at least when it comes to creating interactive narratives. There’s so much still left to do. But as an industry, collectively, we’re closer than we used to be.
And to me, that feels like winning.
Published on March 30, 2014 22:07
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