Episode 6

The Secret Sauce of Video Game Story Design, with Ed Kuehnel

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Ed Kuehnel, a screenwriter (Lumberjack Man) and game writer who has worked on over fifty video games for publishers such as Disney Interactive, Paramount Digital, Vivendi/Universal and Ubisoft. Ed's work won Best Narrative at the Game Awards 2014 with Valiant Hearts and has written on critically acclaimed games for some of the most beloved studios in the industry, including Twisted Pixel Games, Uber Entertainment and Telltale Games.  In this interview, we discuss some of the key lessons he's learned along his path to success, and Ed shares the powerful frameworks that he finds consistently useful in crafting great in-game tales. Visit www.playmakerspodcast.com to get access to the full blog post for this episode and much more!

Transcript
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Welcome to Playmakers.

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I'm your host, Jordan Blackman.

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And this is episode six, where I

interview award winning writer and

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narrative designer, Ed Connell.

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You know, on every episode of Playmakers,

what we do is we interview an expert

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at some part of the gaming industry,

something to do with either the creative,

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the development, or the business aspects.

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And we go deep on that subject so

that you can break out of the box

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that you're working in and achieve new

levels of creative and business success.

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This is a great one with Ed Connell.

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More on it after the little

cool noise that's coming up.

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That was the cool noise.

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It was cool, right?

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Okay.

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Episode six, Ed Connell.

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Ed is an award winning writer.

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Valiant Hearts won the 2014 Game

Award for Best Narrative, and it

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also won an Annie Award in 2014

for Best Animated Video Game.

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So playing this game is part

of why I wanted to have it on.

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The game just had an amazing tone, a great

story, and some really Cool characters.

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And I thought it was just very ambitious

for the size of the game that it is.

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It's a, it's a small, it's

a relatively small game.

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It's a downloadable game

and it's both ambitious.

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And I think it does a great job of

achieving those ambitions and having

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worked on games where stories are

told in small chunks, I know what

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a challenge that is, and I know

what Ed achieved in valiant hearts.

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So we talk about that.

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And we get into some structure stuff,

because Ed, in addition to Valiant Hearts,

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in addition to working on Leisure Suit

Larry, in addition to working on Hunter

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the Reckoning, I want to say Hunter the

Gathering, that's funny, in addition to

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those games, he also has done some work

with Telltale Games, and we talk a little

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bit about what he learned there as well.

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Now, I had made some games with Telltale

when I was at Ubisoft, and Ed and I had

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actually worked together on some things

in the past as well, so we had a bit

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of a rapport, and you'll see that when

we get going, Ed reveals some personal

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stuff about his past and his history

and how he got into writing in games.

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From there, we dive into a Pretty

detailed discussion about story

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structure and how to design a story

that's going to work with your gameplay.

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And Ed shares specific frameworks

that he uses to craft great

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stories that will work as games.

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Now, I'm going to take a lot of the

stuff that Ed talks about in this

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episode and turn it into a handy

story cheat sheet that you can use.

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You can find that at PlayMakersPodcast.

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com.

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Go there and we will have a chat.

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A cheat sheet in the post for

this episode for you to download.

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And, uh, I'm going to leave

the intro short on this one.

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Here is my conversation with Ed Connell.

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And thank you so much

for coming on Playmakers.

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Yes.

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Thank you for having me.

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Good to have you on the show.

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And I wanted to start by learning

a little bit about how you got to

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be You, how you became game writer

with over 50 games under your belt.

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Well, let's see.

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So my particular path, it

sort of went like this.

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I always wanted to work in games

or in something creative, like

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animated films or something.

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44 now that like when I was 15 or 16,

I'd never heard the phrase game designer.

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I don't know that it

was being used at all.

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I just knew that I had no talent at all.

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As an artist, and I think I even kind

of knew that just programming was not

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going to be where I was going to see

a lot of success, but I played some

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of the early, um, LucasArts adventure

games made by some of my, um, I guess by

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some of my heroes in the game industry.

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Like Ron Gilbert, you know, and I'm

talking about monkey Island and those

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games and you could play them and

they were funny and they were cool.

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And you could tell, well, somebody

had to come up with these jokes.

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Somebody had to, you know, come

up with these puzzles or these

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challenges for the player.

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Somebody had to kind of

put this all together.

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And I didn't know it at the time, but

that somebody was where somebody's was

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Tim Schafer, who now runs double fine.

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Uh, and Dave Grossman, who for a long

time was the creative director at telltale

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games and is now with a startup called

ear play and Ron Gilbert was, um, sort

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of, I don't, I think this is accurate.

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He's kind of like the creative

director and some of those games and

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he's still out there making games.

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And so I, I guess I, I kind of knew what

I wanted to do from an early age, but had

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absolutely not a clue how to get there.

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You know, and I, I grew up in Portland,

Oregon where there no game industry,

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no film industry, no television, really

nothing at the time, but also I, I had,

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I think, uh, even as a kid, you know,

I, I lacked a lot of confidence and I

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didn't have the confidence to, to like,

you know, say, this is what I want to do.

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And I'm going to darn it.

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I'm going to do it.

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You know, I had, I had a lot of issues

as a kid with depression and I was.

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Already on my way to forming an addiction

around some coping mechanisms and my

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parents, you know, God bless them.

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They're, they're great people and I

have a good relationship with them now.

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And they always, I think, you know,

did their best, but they were not

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the kind of people where you could

say, Hey, I want to, I want to, I

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want to work in video games and I

want to, I want to have this creative

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job that just was not going to fly.

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They're from New York originally.

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And they were, you know, they

can, they came from a blue collar.

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Background themselves and that

doesn't make any sense to them.

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Yeah.

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I think for that generation, they

don't really, didn't really understand

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games as a career possibility.

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It was just a nuisance.

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You know, sometimes they'd have to shell

out some quarters so that you could play

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games at the red Robin while you waited

for your, But, uh, to make a long story

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slightly less long, I finally figured

it out and at about age 29 or, you know,

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my late twenties, I was in Chicago where

they did have a small game industry and

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I was just happened to be walking along

ahead of this kind of his dead end job

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that I hated, but, and I was walking along

and I could see the offices of Bungie.

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You know, at the time Bungie was in

Chicago, they'd yet to be bought by

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Microsoft and they'd made some really

cool games pre Halo, actually, that I

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really liked, uh, the myth series and I

don't know how, but I could tell this was

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where their office and I could look inside

and I could see, you know, all these

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people and how cool their desks were.

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All these cool posters and

video games and toys everywhere.

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And I thought, you know, why not me?

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Why can't I, I figured this out.

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Why can't I, I get there.

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I'd always wanted to do it.

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Why did I, why did I just give up on that?

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So I started kind of positioning myself

in such a way that I would be a good

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candidate for a job and I took some object

oriented programming classes thinking at

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least I could maybe learn enough to be

able to talk to programmers competently.

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And I would start taking industry people

to lunch and asking them, you know,

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questions and just doing whatever I could

to position myself as a viable candidate.

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And I got lucky when high voltage software

in the burbs there, Chicago was hiring

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for an assistant producer on paper.

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Anyway, I was, I was maybe slightly

Overqualified, but I think I won them

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over with, you know, my passion and,

you know, me wanting, you know, the job

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so, so badly and already being there

in Chicago and that's where I got in.

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That's where I broke in and,

um, I spent five years there.

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And then afterwards, you know, I was

able to, to make sort of the sneaky

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lateral shift to a more creative role.

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What games are you working

on at high voltage?

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High voltage was, uh, you

know, as a producer Hunter,

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the reckoning was a, yeah.

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It's a little Xbox title, but I didn't

have much to do with, aside from, you

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know, again, being an assistant producer.

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I remember it being reviewed well.

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For the studio, for the time, it

was maybe their biggest success.

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And again, I did not have a large hand

in it, but, uh, we, then we made a,

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uh, a game for the PS2, uh, for Disney

interactive based on the movie, uh, Lilo

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and Stitch, which was actually pretty fun.

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And that was my first foray

as a, as a game designer.

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And then I worked on leisure, closed

out my career there with leisure suit.

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Larry Magna cum laude.

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Nice.

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Um, second to last.

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Leisure Suit Larry game, one that

certainly helped bury the franchise

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for its final nail in the coffin.

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There's no way.

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That's not buried.

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That's coming back.

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After five years there, you know,

uh, learning everything about,

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you know, how games are made.

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That would get kickstarted in a week.

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Well, and the fact that Al Lowe did

kickstart what was mostly, I think,

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a re, a reboot of the first one with

this, with, with some added content and,

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Maybe that was the nail in the coffin.

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I don't know.

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So five years there, got laid off, moved

back to Portland and thought that was it.

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That was over.

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In fact, I took a full time job at a

company called Gerber Legendary Blades.

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When I moved back to Portland, I

tried everything I could to get a,

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uh, still stay in the game industry.

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And, you know, but again, there

was still no industry in Portland.

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And, um, I, I, nobody was

wanting to hire me for like a

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telecommuter or anything like that.

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So I really thought my career was over.

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It was really resentful because I just

had spent five years putting my heart

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and soul into a career that just in,

in Portland, Oregon did not exist.

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And, uh, felt like I just

wasted five years of my life.

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I got a job at a company that made.

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Knives for hunters and for the military

and spent two years Gerber, the

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reckoning Gerber, yeah, spent two years

going to like trade shows, including

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going to the NRA, you know, uh, going

to the annual NRA, I cannot imagine

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you at those at those trade shows,

man, which where I met Ted Nugent.

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I got to meet Ted Nugent.

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It was one good thing about, about

working there besides, you know, they

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gave me a paycheck, but I got to meet

Ted Nugent at the NRA conference.

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And he has a son, a metrosexual

son named Toby, which surprised me.

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Yeah.

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I would think that Ted

Nugent's son would be.

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You know, like Harley or tap buddy,

but it's, he has a son named Toby who

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does, it did not look like a him at

all, but anyway, thankfully I started

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getting pinged for freelance jobs

from people that I'd, I'd networked

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with or met and it started to

snowball eventually was able to quit.

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And do this full time.

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And for the last 10 years, I've

been very busy working full time.

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And I've worked on a lot of games,

uh, as you pointed out, because as a

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freelancer, it's, you know, you get

pulled onto a project, you work for a

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couple of weeks, a couple of months,

and then when they're done with you,

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you get to move on and you can, you can,

you know, sometimes work on multiple

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projects and it's really fun and exciting.

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Cause I think I've worked

on almost 60 games now.

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Wow.

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You know, the, the diversity is,

of, of projects is, is wonderful

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working with different people.

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And that's part of what's really exciting

is, you know, things are, are fresh.

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That's kind of how I got to be here.

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You did ultimately get the chance

to work with Dave Grossman, right?

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Over at Telltale.

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I got to work with Dave Grossman while

at Telltale, his people had hired me.

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Yeah, I got to interact with him

and I got to work for Telltale.

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What happened was, while at High

Voltage Software, Dave Grossman and

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Noah Falstein, two of these, you

know, people who worked on games that

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made me want to be a game designer.

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They were both freelancers at

the time and we hired them.

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They came out to high voltage and they

kind of let us in on the secret sauce

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of how they would plan, uh, narratively

and structurally plan out one of their

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games, like a monkey island or something.

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Well, now that you've said the

phrase secret sauce, I'm going to be

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spending the rest of the interview

trying to get the secret sauce.

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It's nothing too crazy, but I mean,

they basically showed, showed us,

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like, here's the process of how

we would put together, you know, a

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really cool sort of interactive story.

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So I got to spend, you know,

a week learning from these

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guys, which was awesome.

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And then later, when Dave Grossman

became creative director at

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Telltale, I got to use their process.

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For him for telltale and,

you know, get better at it.

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And I applied it to, to most, if not

all of my, my other, the 60 games I've

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worked on, and that's another privilege

of being a freelancer is you just, you

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get a lot of chances to sort of get better

at it, make mistakes, get better, you

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know, like a screenwriter is hopefully

writing has written dozens of screenplays

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and, you know, some of them aren't going

to be great, but it doesn't matter.

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It's just, it's the repetition and the.

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It's how you get better and instead

of working on one game for two years

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and then, you know, seeing it ship, I

get to put this process in place and

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do it over and over and over again.

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I want to hear more about the secret

sauce and more about the learnings.

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But before we get to that, I want

to ask you a little bit more about

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what are some of the projects, what

are some of the The games that have

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shaped you as an interactive writer

and some of your favorite stories.

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Well, certainly, you know, I

mentioned some of those early,

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um, what we call point and click

adventure games made by LucasArts.

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Maniac Mansion, the, there

was the Indiana Jones.

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Yeah.

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A Grim Fandango was a real big one.

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Day of the Tentacle.

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Yeah.

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I mean, those three had everything

I wanted in that they were funny.

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They were sort of intellectuals,

intellectually stimulating.

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They told like a cool story, but, but

when it didn't take itself, you know,

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too seriously nowadays, I'm still a

telltale fan, you know, that they're

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different in, in that, um, I don't think

telltale even refers to them as games.

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They're, they call them, I

think, cinematic experiences,

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but they still feature some

amazing writing and storytelling

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and, and, and I, I still play.

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Almost everything telltale

makes and get inspired by it.

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You know, the walking dead

series was, was really great.

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So it was a fable, the series they

did based on the comic book, you know,

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naughty dog, um, the last of us is,

was, was, is a, you know, I, I thought

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a great, a great game and a great story.

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And not necessarily like, you know,

this is the best story you're, you're

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ever going to hear about a zombie

apocalypse, but just competent.

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Merging of gameplay and story into just

a really highly satisfying experience.

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I think it's one of the best single player

stories I've ever experienced in a game.

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And I think it is that way, again, not

because they somehow reinvented the wheel

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of interactive storytelling, but it's just

the characters feel three dimensional.

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The dialogue is great.

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It just feels very competent.

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It's like, you know, this is how

You know, big budget games should

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be doing it every time, right?

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I think they did an amazing job of

picking a world that would let them

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tell a story of these characters.

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It's, it's almost like they, you

know, realize some of the issues they

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had with Uncharted and designed a, a

story in a world that would, you know,

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Make those a lot more palatable or

turn those weaknesses into strengths.

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So much of, I think, good game writing

is that you have to do so much in

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the way of intricate planning to,

to make sure that, um, you, you,

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you are able to tell a great story.

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And I think Naughty Dog recognizes

that, you know, action adventure.

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Action adventure makes for a great game.

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It makes for a great story.

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You just have to, you know, intertwine

the two well, and you're in good hands.

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But, and, and, and, but then so

many people in games don't do it

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well, which is baffling, right?

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Like games are all about action

and games do action and adventure

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really, really easily, really well.

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So you should, you know, you should be

able to then tell an active, an action

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adventure story paired with, with an

action and adventure game mechanics.

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There's, there's almost

no excuse not to be good.

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I think a lot of studios have

trouble really knowing what

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they're trying to do as a group.

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And Naughty Dog clearly, clearly doesn't.

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I mean, one of the things that comes to

mind for me is like, in the opening, I

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don't remember the name of his daughter.

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I don't remember the name

of any of the characters.

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But the daughter, you know,

you actually play as her.

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for that entire opening sequence and,

and, uh, spoiler alert, she dies.

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But playing as her first really makes

you assume that's not going to happen.

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It's part of what makes the story

work and makes it so affecting

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when, when that surprise comes.

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It's not much storytelling and also

character development, which, which we're

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really short on in the game industry.

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We don't take time to flesh out

our, our, our characters and

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make them unique individuals.

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We barely have time to spend with them

before production starts, and that's

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why so often they're paper thin, and

they're almost more like amalgams of

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different characters, you know, cliches

than they are fully fleshed out people.

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Right, because at least with a

cliche, you can quickly get the

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player to understand who this is.

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You can, I mean, I guess there's,

you know, there's some advantages to

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just, you know, here's your grizzled.

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Space, Marine , you kind

of know what we're in for.

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I think it's mostly laziness, you

know, laziness or, you know, if you,

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and in a way, you know, ignorance.

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I mean, and, and not that I,

I, I, I am, you know, a master

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at this or anything at all.

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I had to learn kind of the hard

way, like, like every other game

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writer, I suppose who, who didn't

have a formal education and creative

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writing, it's, we're just in a hurry.

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We want to get going.

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And so.

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You know, who should

be your main character?

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I'll just, how about, you know, this

grizzled space Marine and his name is,

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you know, Lance, you know, fire storm.

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And okay, here we go.

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Production starts next week.

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Let's not think about it too much further,

but it's interesting when you, when you,

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when you're in your room, maybe with a

creative director at a, at a game studio.

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And you get to know them and you

get to know like what their, their,

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their favorite films are or their

favorite comic books or, or favorite,

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you know, sci fi novels or whatever,

almost always all those things, all

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those things that they love about a

particular film or, or something is, is.

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Because, you know, the, the, the author

of the filmmakers spent a lot of time

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figuring out who these characters

were and who they are and what makes

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them special and unique and different

and what contradictions that they

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have and, and where they're from.

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And, um, a very few people

in games, I think, do that,

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but I think Naughty Dog does.

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I think like Telltale Games

does and a few others.

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That's why their, their stuff stands

out, you know, ahead of the pack

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when it comes to storytelling.

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You know, one thing that's interesting

as you kind of list out those studios

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is they're all studios that tend to

make their very specific kind of game.

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And not be like going from genre

to genre or really being incredibly

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innovative on the gameplay side.

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And I think that maybe that

structure helps them too.

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Sure, I mean, I think, you know, studios

always benefit from constantly trying

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to perfect games of a certain genre.

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You know, maybe like if you have a writing

staff and you've hired them based on their

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ability to tell cool action adventure

stories, it's probably a good idea not

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to Pivot and try to have maybe have those

people do something that they're not

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great at because, you know, different

different writers are good at different

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things and people have some range, but

it's just not, uh, it's, it's interesting.

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I mean, there are, you know, talking

to clients or prospective clients,

347

:

they tend to think that maybe a

good writer is just a good writer.

348

:

It can do almost everything,

but it's just, it's not so.

349

:

You wouldn't hire Aaron

Sorkin to do Saw XI.

350

:

Right, yeah.

351

:

And, and, you know, I,

I'm not terribly great.

352

:

I'm, I'm finding out more and more.

353

:

I'm just not terribly great

at, at straightforward, like

354

:

science fiction or high fantasy.

355

:

I'm, I'm not great at it.

356

:

Which is unfortunate because I like

that stuff, but I'm not good at it.

357

:

Let's talk a little bit about Valiant

Hearts because I think that's, that's

358

:

a really cool story and also one of the

things that I think is amazing given

359

:

what we're talking about, about The

challenges of crafting a good story that

360

:

it's a, it's a pretty small game, right?

361

:

I mean, it, it, I think it was

originally conceived of as a

362

:

downloadable kind of XBLA style game.

363

:

It was going to be episodic and

each episode was going to focus on

364

:

one of those distinct characters.

365

:

So you had, uh, you know,

the woman who was Belgian.

366

:

And was an ambulance driver.

367

:

Uh, yeah.

368

:

And, uh, you had, uh, an American

soldier, which was a bit of a stretch

369

:

cause America didn't get, get involved

until pretty much the end of that war.

370

:

You had, I think, uh,

Neil, who was a Frenchman.

371

:

Potential son in law who, who

was, who was drafted against

372

:

his will to the German army.

373

:

He had a daughter and then there

was going to be another one who

374

:

didn't, I think maybe he has a cameo

in the game, but he was mostly cut

375

:

and that we had a British aviator.

376

:

They're all implemented

with, with so much panache.

377

:

You know, and the international

aspect is really a fun part of that.

378

:

Yeah, Valiant Hearts is, it's one of

the coolest, for me, just most fun,

379

:

coolest things I've ever worked on,

and it was the one, and it was one

380

:

that really challenged me, you know.

381

:

I tend to focus on light hearted stuff, or

even just, you know, straight up comedic

382

:

stuff, and I tend to be pretty good at it.

383

:

I tend to do pretty well with it and

I do a lot of it and I can, maybe

384

:

there's a little bit of, uh, I don't

want to say that I, you know, I think

385

:

I work hard, but, um, maybe there's

just a little bit of comfort there or

386

:

arrogance from like, yeah, I got this.

387

:

You know, I got this.

388

:

No problem.

389

:

I can keep the jokes going

and, and, you know, no problem.

390

:

And then you get to something

like valiant hearts.

391

:

Where it's, you know, a serious

story and the studio, uh, Ubisoft

392

:

studio in Montpellier has made

some great games in the past.

393

:

This really meant a lot to them, this

game, because this for, for them,

394

:

this is their war, you know, for

America, for us, it's world war two

395

:

for, for them, it's world war one.

396

:

And they were coming up on

the hundredth anniversary.

397

:

Of the war and they decided, Hey,

you know, if anyone's going to

398

:

make a game, uh, about what we're

one, it's gotta be a French studio.

399

:

I think their superiors

may be in Ubisoft Paris.

400

:

We're, we're, you know,

we're understandably not

401

:

necessarily super thrilled.

402

:

I mean, you know.

403

:

Uh, about the, the commercial viability

of a, of sort of an adventure game

404

:

centered around World War One.

405

:

So here they are,

they're making this game.

406

:

I think they had started with

somebody else and it just didn't

407

:

work out for whatever reason.

408

:

So they, they, uh, had myself and

Matt Enten, with whom I've done a

409

:

lot of work with in the past, fly out

to Montpellier and, um, help them.

410

:

So I did what I do with a lot of clients.

411

:

Except this was, this was just

much more, much more difficult.

412

:

But basically we, we, we all sat in

a room together and we had this giant

413

:

whiteboard and we basically plotted

out the entire game in flowchart form.

414

:

I've seen you do one of those on a project

that we worked on together briefly.

415

:

So I have some sense.

416

:

Of what that might look like.

417

:

So it looks just like this.

418

:

So, and you start from the end,

you decide where this thing, where,

419

:

where this thing's gonna end.

420

:

And then you work backwards and

you, I feel like we're getting

421

:

a little secret sauce right now.

422

:

A little bit, yeah.

423

:

This is what Telltale taught me to do.

424

:

You, you start with the ending, going

backwards and, uh, deciding, you know.

425

:

Okay, in order to get to the ending,

what has to happen, you know, immediately

426

:

before that to, to we get to the end?

427

:

Okay, so you've got that step down.

428

:

Now, what has to happen

before you even get there?

429

:

What's, what's the immediate

step prior to that point?

430

:

And you keep working backwards.

431

:

You have all these branching, branching

points where, you know, the player

432

:

can maybe make different decisions

that affect different things.

433

:

And so you come away with this big,

just ugly looking horizontal flow chart.

434

:

Okay.

435

:

With all these twists and

turns, but it helps immensely.

436

:

It's the structure of your

game, the backbone of your game.

437

:

With Valiant Hearts, it was harder

because, uh, we had these four or

438

:

five playable characters, all of

whom, and you take a turn playing

439

:

all of these different characters.

440

:

Their, their lives needed to

intersect at certain points.

441

:

The game needed to cover the entire war.

442

:

So from like 1914 all the

way through:

443

:

going to hop, skip, and jump.

444

:

Were some of these decisions

made back when it was originally

445

:

conceived as an episodic experience?

446

:

Uh, yeah.

447

:

Yeah, even when we were planning it,

it was still going to be episodic.

448

:

It does make sense to me of some of

what the game is doing, knowing that.

449

:

Yeah, we were going to hop, skip and jump

through four years of World War One for

450

:

playing what five different characters

whose lives needed to intersect at points

451

:

and, you know, and branch off in others.

452

:

And we had to stay true to history.

453

:

So we couldn't just say, Oh, yeah,

there was like a, like a battle here.

454

:

And, and, you know, the, the

French were going to win it.

455

:

And we didn't, we didn't want to, they

didn't want to play with any history.

456

:

We had our, we had our books out and

we were like, okay, on this date.

457

:

This incredible thing happened

and we want to be there for it.

458

:

And so how can we incorporate it into our

timeline in a way that, uh, honors history

459

:

and at the same time, you're just, you're

trying to tell an entertaining story.

460

:

It was a pretty daunting challenge,

but we just sat there in this

461

:

conference room every day for a week.

462

:

And, uh, did an episode per day.

463

:

Um, until everybody was happy

with, with, with what we had.

464

:

And, uh, it was, you know, by the end

of it, it was, it was exhilarating.

465

:

So is it sort of like a

five act experience then?

466

:

I suppose so.

467

:

It's been a while since I played it.

468

:

I mean, of course I played it when it

came out, they had, they'd cut one.

469

:

Like I said, they, they, they, they

cut a character from, from it and cut.

470

:

Um, His episode, so to speak, I'm not

sure, you know, structurally, I, I'm not,

471

:

I'm not, I'm not sure I'd have to play it

again to kind of see if that holds true,

472

:

but, um, well, it's really a different

experience just having it be one game

473

:

instead of, instead of being episodic, of

course, when you leave and you go away.

474

:

We went back, you know, we

met and I went back home.

475

:

We were then writing scenes.

476

:

Uh, there's not much dialogue in the

game, but we're still writing scenes

477

:

and writing things like letters from,

uh, soldiers to home from the front.

478

:

And meanwhile, the team, you know,

they're, they're developing this game.

479

:

They've, they've got to make changes.

480

:

So, you know, it went from episodic to

just being, you know, one, one experience.

481

:

And, um, you know, they have to make

other, Structural changes based on

482

:

who knows, you know, cuts to levels,

schedule, um, new features, you know,

483

:

just rethinking things, stuff like that.

484

:

It's par for the course, but, but

the end result was pretty close

485

:

to what we had worked out with

'em, and I was really excited and

486

:

proud and happy to, to play it.

487

:

It's a great story and you know,

it's this relatively small.

488

:

Game that feels epic and and knowing

that that it was episodic kind of kind

489

:

of makes sense of the you know The

story being pretty has a lot going on

490

:

but also yes, somehow it manages to

have Real emotional impact with these

491

:

characters who don't yeah, like you said

don't even do that much speaking and

492

:

and it's pretty incredible Yeah, the

talented group in Ubisoft Montpellier.

493

:

Yeah, I wish we wish we could have done

more, you know With Valiant Hearts for me.

494

:

It's just it's also very cool in that

It's just one of those games that I've

495

:

had a few of these that really take

me out of my comfort zone You know,

496

:

there's a theory that if you're good

at comedy, you're also gonna be good at

497

:

you know At drama, if you push yourself

because they're, they're two sides of

498

:

that same coin, that's mostly true.

499

:

Although I like, I like doing

comedy because it's easier.

500

:

Value arts pushed me out of my comfort

zone, and I'm grateful for that.

501

:

I'm really excited that you've given

us a little bit of the secret sauce

502

:

because I want game stories to be.

503

:

better in general.

504

:

And I hope people, you know,

caught on to that starting at the

505

:

end and working backwards bit.

506

:

I would love to hear more about the kinds

of rules, structures, tools, and processes

507

:

that you use to, to craft stories that you

think are effective for crafting stories.

508

:

You know, I have my process that

I, I think works for me and I have

509

:

seen it work for, for my clients.

510

:

And that is, you know, we, we, we

gotta make sure that we have a story.

511

:

A lot of my clients come to me with, An

idea for a story or a story summary, and

512

:

they confuse that with having a story.

513

:

So they contact me and we may start

working together and they say,

514

:

okay, well, we have a story and the

story is there's this guy and he,

515

:

you know, is like a dragon tamer.

516

:

And then a bunch of stuff happens

and then he, uh, fights this.

517

:

This bad guy who are not sure is what

his name is, and then he dies and he

518

:

comes back as a ghost, but then he kills

the bad guy and they're both ghosts

519

:

and, uh, you know, something like that.

520

:

So you often say, where can I preorder?

521

:

You often say something, you

know, say, Hey, that's a great,

522

:

we've got a great start here.

523

:

You have kind of an idea.

524

:

For a story, you have some direction here,

but you don't, you don't, in my mind,

525

:

you don't really have a story, right?

526

:

We don't have a beginning

and a middle and an end.

527

:

In order to start, I just use something.

528

:

There's a book called Invisible

Ink by Brian McDonald.

529

:

That's just a great book for any

writer, uh, to pick up and read

530

:

has this thing where he calls it

seven easy steps to a better story.

531

:

And it's a, it's a way

to both simplify, right?

532

:

What you have, but also give

it, give it some real structure.

533

:

And so he applies these seven steps.

534

:

He says, okay, you finish

these, these seven sentences,

535

:

basically once upon a time blank.

536

:

Okay.

537

:

Once upon a time you had a

dragon tamer and every day blank.

538

:

Okay.

539

:

Every day he went about his business

trading dragons until one day.

540

:

Uh, the beginning of act two.

541

:

Right.

542

:

This, I guess the inciting incident maybe

or something until one day blank something

543

:

happened and because of this Blank, right

and he throws in the she throws us in a

544

:

second time and because of this blank and

you can keep doing that right, that's the

545

:

sort of the meat of your story or kind

of rising action For a video game, we go

546

:

on maybe like, and because of this blank,

and because of that blank, and because of

547

:

that blank, and we just keep going, maybe,

until finally, and you know, we're warming

548

:

up to our resolution, until finally,

blank, and ever since that day, this is

549

:

our resolution, you know, blank, finish

the sentence, if I'd have been smart, I

550

:

would have come up with like a really cool

example for you, I actually have maybe

551

:

kind of an example that I use in those

YouTube videos, but anyway, maybe you get

552

:

the idea, I'll So you've got these, these

seven easy steps towards simplifying your

553

:

story and lending it some structure, you

know, if you can fill in those blanks

554

:

adequately, you've got yourself a story,

and from there, what I would normally

555

:

do is then expand on that to add more

detail where necessary until I have it.

556

:

Thank you.

557

:

A treatment I can be proud of and

that, you know, everybody at the

558

:

development studio can read it.

559

:

And look at it and realize, yes, this

is our story and have confidence in it

560

:

and you can give it to any stakeholder

and they can clearly and quickly

561

:

see, you know, what the story is and

what it's about as a brief aside.

562

:

It's amazing.

563

:

I have discovered I've seen firsthand.

564

:

It's amazing how much morale

hangs on having a good story.

565

:

You know, when you have a developer who's

working on a game that that purports to

566

:

tell a good story, and if that story is

a mess that really, you know, some people

567

:

think, oh, it's just a small thing.

568

:

It's just a small aspect of the game.

569

:

It's not that big a deal.

570

:

It really has an effect

on the morale of the team.

571

:

And I've just seen this firsthand

when you come in and you help them

572

:

straighten it out and organize their

thoughts and, and lend their stories,

573

:

some real structure and, you know,

word gets out to the rest of the team.

574

:

It's, it's a huge confidence boost.

575

:

And I think part of that is people then

have just a much better understanding

576

:

of why they're creating assets.

577

:

Why they're making some of these

sound effects, why, what this level

578

:

should be, how they can help to tell

the story, how they can participate

579

:

so that everything they do somehow

helps to push the story along.

580

:

So we work with the treatment and so

do we, do we tell it, we decide, okay,

581

:

we have a real story, not just a vague

idea for a story, but a real story and

582

:

that's great, but it's, it's, it's a

limited value to us until we can take,

583

:

uh, you know, the game's mechanics.

584

:

And we can draw out, you know, a

map on how to tell this, the story.

585

:

And so that's when we got, just getting

back this middle phase, which I call

586

:

it, which I consider to be narrative

design, which is essentially now taking

587

:

the mechanics of this game, um, which

may include cinemas or, you know, uh,

588

:

you know, cinema would be like a feature

of the game and plotting it all out

589

:

step by step from end to beginning.

590

:

In a flowchart form, including all your

branching and all your stuff like that.

591

:

So all your, your major interactive,

non interactive scenes are known,

592

:

identified, have a purpose.

593

:

Like how are you going to tell the

story you've just made a treatment

594

:

for with the game mechanics

that you actually have on hand?

595

:

What's the player going to do?

596

:

Step by step by step by step all

the way to the end of the game.

597

:

And how, exactly how and when

Is that story going to be

598

:

told and be pushed forward?

599

:

It's kind of a heavy lifting, you

know, it's, it's, it's, it's where

600

:

game narrative designers shine and, and

writers, I think from other, uh, other

601

:

mediums struggle because if they're not,

if they're not used to doing this part

602

:

afterwards, all what you have left is.

603

:

Full knowledge of where, how,

and when all your writing needs

604

:

to take place for this game.

605

:

And then you just, you, the writers can

then go off and write dialogue while

606

:

the rest of the team has this map.

607

:

I can start creating the assets

and features necessary to ship it.

608

:

That is incredibly useful information

about the flowchart, about these

609

:

questions, and about that kind

of narrative design process.

610

:

One question I have about

this, because I feel, I feel

611

:

like this is the secret sauce.

612

:

And I'm all about the secret sauce.

613

:

With the kind of whiteboarding

method, you work backwards.

614

:

And with this invisible ink Brian McDonald

method, it sounds like you work forwards.

615

:

How does that play out for you?

616

:

I mean, that's a good point.

617

:

I think even with the story

treatment, you could start with

618

:

the ending and work backwards.

619

:

But I guess just what's more important

is not, is not the, the order, uh,

620

:

or the sequence in which you fill

in all those sentences, right?

621

:

It's just that you need

to have an answer there.

622

:

Once upon a time, what, what, what was

going on and every day, what, until one

623

:

day, well, what, what, what happened?

624

:

Maybe we, we tend to

just think of in our DNA.

625

:

We just tend to think of stories, you

know, you think of the beginning first

626

:

and you work your way towards the end.

627

:

That's just how we're used to telling

stories or hearing stories, but

628

:

just what matters is that you can.

629

:

Fill in those blanks.

630

:

I love the idea of starting

with the end because one video

631

:

game endings are so often just

incredibly bad and unsatisfying.

632

:

No one thinks you're gonna get there.

633

:

Like no one thinks you're gonna , like

hardly anybody finishes, right?

634

:

Like they don't, there oftentimes,

uh, really is, is sometimes the

635

:

mindset is, oh, well, who cares?

636

:

No one's gonna get that far.

637

:

But the other thing is when you know the

ending, I think as a creator, your control

638

:

now over the experience is much greater.

639

:

You know, when you're teasing

and playing and prodding and

640

:

foreshadowing and misleading.

641

:

It is a map, right?

642

:

This flowchart is a map.

643

:

And like with, with, you know, when

you draw up a map, you know, you

644

:

need to know where you're going.

645

:

You tell your phone, Hey, I'm going to

this address and your phone Brings up

646

:

the map and tells you the best way to

get there from where you are Or the most

647

:

interesting way or the way with the least

traffic or you know Or whatever it is.

648

:

You got to know where you're going in

order to just steer the ship there Now

649

:

that we've solved all our listeners

story planning problems forever and ever.

650

:

Welcome What are some of

the pitfalls along the way?

651

:

What are some of the mistakes that

you know, you're seeing in games all

652

:

the time that you're like, ah, I don't

know Stop, whatever, X, Y, and Z.

653

:

I'm big now on character development.

654

:

And again, it is something that we

give the least amount of thought to.

655

:

I hear this from people

who work at studios.

656

:

You know, I, I, the other day I was

talking to a colleague who said,

657

:

you know, I, on the spur of the

moment, wrote up a one page character

658

:

description for this important character.

659

:

And his supervisor was not happy.

660

:

Like he he'd wasted time.

661

:

And it's just crazy because I guarantee if

we sat down with that person and I asked

662

:

them about their favorite films, you know,

so much work, George Lucas did so much

663

:

work on star Wars on these characters,

you know, imagine if you were just, you

664

:

know, envisioning, if he was envisioning

the Darth Vader character and, and it

665

:

was, you know, was like, Hey, uh, okay.

666

:

So what's Darth Vader's background?

667

:

How is he related?

668

:

You know, What's his relationship

to these other characters?

669

:

Hey, don't worry about it.

670

:

Just make him look cool.

671

:

It doesn't matter.

672

:

Hurry up.

673

:

Go.

674

:

You know, I actually think we know what

you would get and you'd get Darth Maul.

675

:

Yeah, you just, it just, you know,

and I guarantee he's a star Wars fan.

676

:

I'm obsessed with this movie.

677

:

There's very few movies I'll watch over

and over again, but no country for old

678

:

men I've seen like 20 times really.

679

:

And I think it's.

680

:

Uh, you know, you can look at the way

the Coen brothers draw characters.

681

:

And if you're cynical, you can say

to yourself, you know, there's just

682

:

a lot of forced quirkiness here.

683

:

But I, I don't think that's it.

684

:

I think like they take the time even to

make like the lead characters constantly

685

:

checking in and out of hotels, right.

686

:

In this movie.

687

:

And they take the time to even make

the hotel clerks kind of interesting.

688

:

And I think it's because in their mind,

this hotel clerk is not an amalgam

689

:

of every hotel clerk in the world.

690

:

It's, it's not a summary of a hotel clerk.

691

:

It's an individual person.

692

:

It's an individual person who's maybe

cranky or maybe, you know, high, or maybe

693

:

they're, you know, they're, they're,

they're, they're an individual person.

694

:

And so all of these

interactions are interesting.

695

:

And of course the main characters

are extremely well thought out.

696

:

Almost nobody does this in games, there's

just, I think, a handful of developers

697

:

that take the time to decide who are

these characters, and, and, you know,

698

:

if we get to know these characters,

what, what do, you know, what do we,

699

:

what would we discover about them?

700

:

What makes them interesting and rare?

701

:

There's, um, I don't know if you've

ever heard this, but I read this in a,

702

:

in a, I have a lot of books on writing

and things and they talk about, I think

703

:

Dustin Hoffman, when he was a young actor

was one of the fruit of the loom guys.

704

:

And apparently Dustin Hoffman, you know,

he, he, he can be a bit of a ball breaker.

705

:

I think even, even back then with

directors and things, and, and,

706

:

and he was like, you know, I'm

not just oranges, not oranges.

707

:

I am a specific orange.

708

:

I am a singular orange.

709

:

And what is a, what, what is this

orange, this particular orange?

710

:

What are they about?

711

:

And we don't really do that in games.

712

:

We just, you know, if you're a space

Marine, you, you, you know, but.

713

:

You're just every space

Marine we've ever seen before.

714

:

And we're just these top of the mind

cliches are, are what we get most often.

715

:

I think that's one of the things

that is so great about, you know, the

716

:

work of someone like Tim Schafer is

you do feel that all the characters

717

:

have been, you know, labored

over and it's the craftsmanship.

718

:

Peace, right?

719

:

Like, the characters aren't

just serving a purpose.

720

:

They're, they're also,

like you said, individuals.

721

:

They're created in their own right.

722

:

And I, I think the, you know, to

your point with Tim Schafer, I

723

:

recall, you know, Psychonauts,

his first game, Double Fine Maid.

724

:

Love that game.

725

:

Adore it.

726

:

I loved it as well.

727

:

And I remember this story.

728

:

As he was preparing for this

game and doing research, uh,

729

:

Friendster was still a thing.

730

:

I remember this story too, yeah.

731

:

So he, he made Friendster profiles

for all of his characters, major

732

:

characters, minor characters, because

he wanted to see which one of them,

733

:

which, which ones would get along with

each other, which ones would not, uh,

734

:

how they might react to one another.

735

:

You know, who does that?

736

:

You know, I mean, who does that?

737

:

Who takes the time to do that?

738

:

Not, not for many people, but I'm sure

it contributed to that game being great.

739

:

And then just in general, you know,

not a lot of time for research.

740

:

I mean, people work at studios or

under the gun and, and have really

741

:

tight deadlines and it's really

hard and they don't have the luxury

742

:

or the time to do the research

necessary to make their dialogue.

743

:

Uh, uh, sound, you know, as

authentic maybe as it could be.

744

:

Um, and then it's not a problem with every

studio or every writer at by any means

745

:

that there is good, good stuff out there.

746

:

Um, indie studios have, you know,

the, the, the fire watch was great

747

:

and that's, um, I think Sean Vanneman,

you know, is a telltale alumni.

748

:

Story and the dialogue in that

game was, was pretty great.

749

:

And, uh, you know, being independent,

he could take the time to, uh, do the

750

:

research necessary to, to make it great.

751

:

So there's, you know, poor

character development, not a lot

752

:

of time given over to research.

753

:

You know, research is

maybe considered a luxury.

754

:

You know, I had this experience recently.

755

:

I was working on a game

with a culinary theme.

756

:

And I had done a rev of dialogue on maybe

like a hundred different quests, you

757

:

know, and it's one of these games where

the, where the, where, you know, the

758

:

dialogue, you have an intro to the quest,

you have an outro in between, maybe you

759

:

have a few reminders of what the player

should be doing to solve this quest.

760

:

But we're also trying to tell a

good story, but my first rev of

761

:

this dialogue was very much like,

you know, Hey, how's it going?

762

:

Boy, we need to bake a hundred pies today.

763

:

Uh, I think there's a pie club is

coming to the restaurant and, uh, you

764

:

know, we got to make a hundred pies

because, you know, the pie club is,

765

:

you know, wants a lot of pies and

then, and then we try to tack on a

766

:

little bit of like story development or

character development on, on top of this.

767

:

Right.

768

:

And when I prepared for my second rev, I,

I, you know, wasn't happy with it at all.

769

:

And I told these guys, I'm like, look.

770

:

In this game, the player

plays a chef, right?

771

:

It's your job.

772

:

You're a chef.

773

:

And what do chefs do when

they come to a restaurant?

774

:

They cook.

775

:

They don't need any additional

justification for it.

776

:

It's already their job.

777

:

What do chefs talk about or

cooks talk about at work?

778

:

They don't sit there and talk

about what they're doing.

779

:

The entire time I'm chopping a carrot.

780

:

Now I'm boiling some soup.

781

:

They talk about their relationships.

782

:

They, they get pissed at each other.

783

:

They, you know, they, uh, they complain,

you know, they bitch about their

784

:

employers or what, I mean, they're,

you know, they're, they're human.

785

:

You know, and we don't need to

explain why they're making pies.

786

:

They make pies cause

you're a freaking chef.

787

:

And, um, I call it, you know,

mission itis where it's like, you

788

:

know, everything's really focused.

789

:

I hate to pick on games

and writing is hard.

790

:

There's this game that came out.

791

:

It's a really fun game.

792

:

I almost finished it called a dying light.

793

:

I really enjoyed it, but I

didn't enjoy the story very much.

794

:

The story literally has a guy, literally

you drop out of a plane and land in

795

:

the middle of the city and, uh, almost

immediately, even though you're like

796

:

a white guy who just landed in like

this, this, uh, city in the middle east

797

:

where everyone is Arabic, you just drop

out of the sky and almost immediately

798

:

you go to, you know, to where some

people are and you're like, Oh, my God.

799

:

Hey man, let me do some missions.

800

:

I'm good at missions.

801

:

Come on, give me a mission.

802

:

Come on, let's go, let's

go, let's do a mission.

803

:

And you can tell this whole game is

written around, like, what it is you

804

:

need to be doing, like, at that moment.

805

:

It's like, you know, these convoluted,

uh, reasons why you need to go and

806

:

fix this satellite dish, or kill this

person, or wipe out these zombies.

807

:

It's really boring.

808

:

And I just kind of think like, you know,

you, you don't need to do all this.

809

:

Just the guy's job is, uh,

whatever, you know, he's, he's,

810

:

he's a, uh, uh, he, he's a runner.

811

:

He's a, he's an, you

know, he has a job, right.

812

:

And the job is justification enough for,

for doing all the shit that he does.

813

:

And, and what we should

be talking about is stuff.

814

:

That's a lot more interesting.

815

:

You know, yes, you have goals, go,

go blow this up, go set the something

816

:

on fire, go, you know, go shoot

these zombies, but most of what

817

:

we're talking about should be stuff.

818

:

That's just a lot more interesting.

819

:

But instead we kind of spend most of the

game talking about like what you should

820

:

be doing for your job You know before

during while you're doing it again with

821

:

some more character development and

some more thought maybe we can avoid

822

:

That kind of a trap and it's not easy.

823

:

My sympathies are with every game

writer in the world How do you

824

:

make you know clicking on pies or?

825

:

Or growing crops about betrayal and love.

826

:

And that's just the thing.

827

:

Like, you know, if you're playing like one

of these farm simulating games, it's like,

828

:

okay, it's enough to say you're a farmer.

829

:

You don't, we don't need a story

behind why I'm watering my crops.

830

:

You're a farmer.

831

:

It's what you do.

832

:

And if you don't water them, they'll die.

833

:

You know, the story should be

about who you're dealing with.

834

:

Daughter is running off with, or,

you know, you're growing, you're

835

:

growing a bouquet for your daughter's

wedding or the bank that's trying to,

836

:

you know, Uh, repossess your farm.

837

:

Something, something more interesting.

838

:

I have had so much experience,

uh, struggling with that.

839

:

Uh, trying to, trying to

make great stories out of

840

:

farming, uh, on Frontierville.

841

:

And I've worked on some

of those games too.

842

:

And so I, I.

843

:

And I think we did a

pretty good job, actually.

844

:

I think that the team was very good at it.

845

:

It can be done.

846

:

Any other things you want

to mention about pitfalls?

847

:

Part of my advice is,

is be, you know, dogged.

848

:

There are times when I'm asked to do,

you know, a writing task that maybe, On

849

:

the, on the onset seems like less than

glamorous, uh, writing barks or voice

850

:

calls, maybe, you know, I've been in

this position a lot where it's like,

851

:

okay, I need to have 15 things for this

player to say, they say we're, I've

852

:

worked on a bowling game before, uh, 15

things, 20 things for this player to say

853

:

when they roll a gutter ball and they

need to be funny and they need to be

854

:

short and they need to be in character.

855

:

Okay.

856

:

Cause this is, this character is

like a unique character and that's

857

:

really hard, you know, right.

858

:

One liners that are short and funny

and have personality and communicate

859

:

that I've rolled a gutter ball.

860

:

And so I, I think what I see writers

doing is you just, you, you, you, you.

861

:

You bang your head on the wall trying

to come up with 20 original things and

862

:

eventually your, your soul leaves your

body and, and the last, you know, 10

863

:

or 12 are just, uh, are not your best

writing and I totally understand that.

864

:

And, and this is where some of my

obsessive compulsive tendencies, uh,

865

:

are help me is that I will, sometimes

I will stare at that empty, uh, cell in

866

:

Excel, uh, for 40 minutes if I have to.

867

:

But I want to make sure that all 20

of them are short and are funny and

868

:

do communicate what they have to

communicate and do have personality.

869

:

If it takes me two or three hours, then

that's what sometimes what I'll do.

870

:

And sometimes it's just,

it just takes time.

871

:

It just takes.

872

:

You know, rolling up your sleeves

and, uh, getting, getting dirty, you

873

:

know, or getting under the hood or

whatever it, it just, sometimes it's

874

:

just, uh, it just takes a lot of time.

875

:

And, um, but when, when you do 20 of

those and they are good and they are

876

:

funny, it's a great reward, you know,

it's, it's to hear them in the game

877

:

and be proud of them and have the rest

of the team be excited about what you

878

:

did and, you know, be dogged sometimes.

879

:

I mean, work, you know, making

games cause you can also get into

880

:

missionitis and sometimes instead

of just trying to finish that list,

881

:

you got to take a break, come back.

882

:

We had Lev Chepelsky on the show.

883

:

One of the stories he shared

was working on Hot Shots Golf.

884

:

And coming up with, they had like a team

to do just these tiny little lines for

885

:

like hitting a great shot or a bad shot.

886

:

And you know, you never

know what's going to hit.

887

:

It turns out that like they had,

they had one of the guys, when you

888

:

hit a great shot, go cream cheese.

889

:

That was like one of the most

memorable things in the game.

890

:

Yeah, that could happen.

891

:

I'm sometimes surprised.

892

:

By, by what hits or, or, or, or what

doesn't with, with barks and voice calls

893

:

more often than not, I'm not surprised.

894

:

Pretty good sense of when you, you

know, turn something in, you know,

895

:

what's good and what maybe could

be better, but, uh, it's always,

896

:

it's always, it's always a pleasant

surprise when that, when that happens.

897

:

Yeah.

898

:

I think that speaks to your, your

craftsmanship and your, your experience.

899

:

I hope so.

900

:

Experience for sure.

901

:

You know, it's hard to get good

at the craft of game writing.

902

:

Like I said, there are some, some,

some universities and things that.

903

:

You can go to and, and learn, you

know, like USC or, or other places.

904

:

But, uh, we don't have a hundred years

of history and, and, uh, from which

905

:

to draw from, like film and, and we

don't, you know, there are some, I,

906

:

I haven't read every book on game

writing and I have a feeling there

907

:

are some, maybe a few good, a few good

ones out there, but we don't have.

908

:

Save the cat or that can

just kind of get you started.

909

:

And, uh, it's, it's just hard.

910

:

I'm, I'm, again, I'm lucky to have

worked on dozens of games because

911

:

not that many people get that chance.

912

:

And it's also what makes it so

exciting to be in this field, because

913

:

we're still defining what it is.

914

:

That is.

915

:

Yeah.

916

:

On the early onset of games

is pretty fascinating.

917

:

There's still people like some of

the earliest people to, to, to make

918

:

games at all are still making games.

919

:

Like there's still five and they're

still making games and maybe, maybe not

920

:

the very first generation, but certainly

the, the, if we, there is a second

921

:

wave of game creators, those guys are,

are, are still making games right now.

922

:

You can, you can call

them on the phone or.

923

:

Or tweeted them and, and they're still,

they're still here and, and we're already,

924

:

and we're already getting into VR.

925

:

It's just amazing, you know,

or just how fast this industry

926

:

changes and for how new it is.

927

:

It's a, it's mind boggling.

928

:

I have to tune it out.

929

:

You know, I have to tune it out.

930

:

I, I, I'm not big on technology.

931

:

I just had to kind of focus on my job

and, uh, let other people figure out

932

:

how VR Change storytelling forever.

933

:

Someone else is going to figure that out

and I'll just, I'll ride their coattails.

934

:

And all you got to do is

subscribe to Playmakers.

935

:

Uh, yeah.

936

:

And we'll, we'll keep

you up to date on it.

937

:

Perfect.

938

:

Thank you.

939

:

Thanks so much for coming on the show.

940

:

It's been great.

941

:

I hope so.

942

:

And again, my sympathies and hats off

to anyone out there working in games,

943

:

whether you've been doing it forever,

or if you're brand new can always feel

944

:

free to tweet at me and I'm, I'm always

happy to help anybody that I can help.

945

:

And what's your Twitter handle?

946

:

At Ed Connell, E D K U E H N E L.

947

:

My Twitter name is Danforth Mantooth.

948

:

That's me.

949

:

Excellent.

950

:

Well, thanks so much, Ed.

951

:

Take it easy.

952

:

I hope you found the interview

informative and useful.

953

:

If you are interested in crafting

great stories, I'm sure you did.

954

:

If you head to playmakerspodcast.

955

:

com, you'll find the blog post with All

the information of all the resources

956

:

that we talked about including how to

get in touch with Ed and that's where

957

:

you can download the cheat sheet that

has the processes that Ed outlined for

958

:

creating great narratives in your game.

959

:

Don't forget to subscribe so

you don't miss the next episode.

960

:

That's all for this episode of PlayMakers.

961

:

See you in episode 7.

962

:

Thanks for being a loyal

listener to PlayMakers.

About the Podcast

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Playmakers - The Game Industry Podcast