Episode 6
The Secret Sauce of Video Game Story Design, with Ed Kuehnel
Learn More About Jordan & Bright Black
SUPPORT THE SHOW: WRITE A REVIEW
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
Welcome to Playmakers.
2
:I'm your host, Jordan Blackman.
3
:And this is episode six, where I
interview award winning writer and
4
:narrative designer, Ed Connell.
5
:You know, on every episode of Playmakers,
what we do is we interview an expert
6
:at some part of the gaming industry,
something to do with either the creative,
7
:the development, or the business aspects.
8
:And we go deep on that subject so
that you can break out of the box
9
:that you're working in and achieve new
levels of creative and business success.
10
:This is a great one with Ed Connell.
11
:More on it after the little
cool noise that's coming up.
12
:That was the cool noise.
13
:It was cool, right?
14
:Okay.
15
:Episode six, Ed Connell.
16
:Ed is an award winning writer.
17
:Valiant Hearts won the 2014 Game
Award for Best Narrative, and it
18
:also won an Annie Award in 2014
for Best Animated Video Game.
19
:So playing this game is part
of why I wanted to have it on.
20
:The game just had an amazing tone, a great
story, and some really Cool characters.
21
:And I thought it was just very ambitious
for the size of the game that it is.
22
:It's a, it's a small, it's
a relatively small game.
23
:It's a downloadable game
and it's both ambitious.
24
:And I think it does a great job of
achieving those ambitions and having
25
:worked on games where stories are
told in small chunks, I know what
26
:a challenge that is, and I know
what Ed achieved in valiant hearts.
27
:So we talk about that.
28
:And we get into some structure stuff,
because Ed, in addition to Valiant Hearts,
29
:in addition to working on Leisure Suit
Larry, in addition to working on Hunter
30
:the Reckoning, I want to say Hunter the
Gathering, that's funny, in addition to
31
:those games, he also has done some work
with Telltale Games, and we talk a little
32
:bit about what he learned there as well.
33
:Now, I had made some games with Telltale
when I was at Ubisoft, and Ed and I had
34
:actually worked together on some things
in the past as well, so we had a bit
35
:of a rapport, and you'll see that when
we get going, Ed reveals some personal
36
:stuff about his past and his history
and how he got into writing in games.
37
:From there, we dive into a Pretty
detailed discussion about story
38
:structure and how to design a story
that's going to work with your gameplay.
39
:And Ed shares specific frameworks
that he uses to craft great
40
:stories that will work as games.
41
:Now, I'm going to take a lot of the
stuff that Ed talks about in this
42
:episode and turn it into a handy
story cheat sheet that you can use.
43
:You can find that at PlayMakersPodcast.
44
:com.
45
:Go there and we will have a chat.
46
:A cheat sheet in the post for
this episode for you to download.
47
:And, uh, I'm going to leave
the intro short on this one.
48
:Here is my conversation with Ed Connell.
49
:And thank you so much
for coming on Playmakers.
50
:Yes.
51
:Thank you for having me.
52
:Good to have you on the show.
53
:And I wanted to start by learning
a little bit about how you got to
54
:be You, how you became game writer
with over 50 games under your belt.
55
:Well, let's see.
56
:So my particular path, it
sort of went like this.
57
:I always wanted to work in games
or in something creative, like
58
:animated films or something.
59
:44 now that like when I was 15 or 16,
I'd never heard the phrase game designer.
60
:I don't know that it
was being used at all.
61
:I just knew that I had no talent at all.
62
:As an artist, and I think I even kind
of knew that just programming was not
63
:going to be where I was going to see
a lot of success, but I played some
64
:of the early, um, LucasArts adventure
games made by some of my, um, I guess by
65
:some of my heroes in the game industry.
66
:Like Ron Gilbert, you know, and I'm
talking about monkey Island and those
67
:games and you could play them and
they were funny and they were cool.
68
:And you could tell, well, somebody
had to come up with these jokes.
69
:Somebody had to, you know, come
up with these puzzles or these
70
:challenges for the player.
71
:Somebody had to kind of
put this all together.
72
:And I didn't know it at the time, but
that somebody was where somebody's was
73
:Tim Schafer, who now runs double fine.
74
:Uh, and Dave Grossman, who for a long
time was the creative director at telltale
75
:games and is now with a startup called
ear play and Ron Gilbert was, um, sort
76
:of, I don't, I think this is accurate.
77
:He's kind of like the creative
director and some of those games and
78
:he's still out there making games.
79
:And so I, I guess I, I kind of knew what
I wanted to do from an early age, but had
80
:absolutely not a clue how to get there.
81
:You know, and I, I grew up in Portland,
Oregon where there no game industry,
82
:no film industry, no television, really
nothing at the time, but also I, I had,
83
:I think, uh, even as a kid, you know,
I, I lacked a lot of confidence and I
84
:didn't have the confidence to, to like,
you know, say, this is what I want to do.
85
:And I'm going to darn it.
86
:I'm going to do it.
87
:You know, I had, I had a lot of issues
as a kid with depression and I was.
88
:Already on my way to forming an addiction
around some coping mechanisms and my
89
:parents, you know, God bless them.
90
:They're, they're great people and I
have a good relationship with them now.
91
:And they always, I think, you know,
did their best, but they were not
92
:the kind of people where you could
say, Hey, I want to, I want to, I
93
:want to work in video games and I
want to, I want to have this creative
94
:job that just was not going to fly.
95
:They're from New York originally.
96
:And they were, you know, they
can, they came from a blue collar.
97
:Background themselves and that
doesn't make any sense to them.
98
:Yeah.
99
:I think for that generation, they
don't really, didn't really understand
100
:games as a career possibility.
101
:It was just a nuisance.
102
:You know, sometimes they'd have to shell
out some quarters so that you could play
103
:games at the red Robin while you waited
for your, But, uh, to make a long story
104
:slightly less long, I finally figured
it out and at about age 29 or, you know,
105
:my late twenties, I was in Chicago where
they did have a small game industry and
106
:I was just happened to be walking along
ahead of this kind of his dead end job
107
:that I hated, but, and I was walking along
and I could see the offices of Bungie.
108
:You know, at the time Bungie was in
Chicago, they'd yet to be bought by
109
:Microsoft and they'd made some really
cool games pre Halo, actually, that I
110
:really liked, uh, the myth series and I
don't know how, but I could tell this was
111
:where their office and I could look inside
and I could see, you know, all these
112
:people and how cool their desks were.
113
:All these cool posters and
video games and toys everywhere.
114
:And I thought, you know, why not me?
115
:Why can't I, I figured this out.
116
:Why can't I, I get there.
117
:I'd always wanted to do it.
118
:Why did I, why did I just give up on that?
119
:So I started kind of positioning myself
in such a way that I would be a good
120
:candidate for a job and I took some object
oriented programming classes thinking at
121
:least I could maybe learn enough to be
able to talk to programmers competently.
122
:And I would start taking industry people
to lunch and asking them, you know,
123
:questions and just doing whatever I could
to position myself as a viable candidate.
124
:And I got lucky when high voltage software
in the burbs there, Chicago was hiring
125
:for an assistant producer on paper.
126
:Anyway, I was, I was maybe slightly
Overqualified, but I think I won them
127
:over with, you know, my passion and,
you know, me wanting, you know, the job
128
:so, so badly and already being there
in Chicago and that's where I got in.
129
:That's where I broke in and,
um, I spent five years there.
130
:And then afterwards, you know, I was
able to, to make sort of the sneaky
131
:lateral shift to a more creative role.
132
:What games are you working
on at high voltage?
133
:High voltage was, uh, you
know, as a producer Hunter,
134
:the reckoning was a, yeah.
135
:It's a little Xbox title, but I didn't
have much to do with, aside from, you
136
:know, again, being an assistant producer.
137
:I remember it being reviewed well.
138
:For the studio, for the time, it
was maybe their biggest success.
139
:And again, I did not have a large hand
in it, but, uh, we, then we made a,
140
:uh, a game for the PS2, uh, for Disney
interactive based on the movie, uh, Lilo
141
:and Stitch, which was actually pretty fun.
142
:And that was my first foray
as a, as a game designer.
143
:And then I worked on leisure, closed
out my career there with leisure suit.
144
:Larry Magna cum laude.
145
:Nice.
146
:Um, second to last.
147
:Leisure Suit Larry game, one that
certainly helped bury the franchise
148
:for its final nail in the coffin.
149
:There's no way.
150
:That's not buried.
151
:That's coming back.
152
:After five years there, you know,
uh, learning everything about,
153
:you know, how games are made.
154
:That would get kickstarted in a week.
155
:Well, and the fact that Al Lowe did
kickstart what was mostly, I think,
156
:a re, a reboot of the first one with
this, with, with some added content and,
157
:Maybe that was the nail in the coffin.
158
:I don't know.
159
:So five years there, got laid off, moved
back to Portland and thought that was it.
160
:That was over.
161
:In fact, I took a full time job at a
company called Gerber Legendary Blades.
162
:When I moved back to Portland, I
tried everything I could to get a,
163
:uh, still stay in the game industry.
164
:And, you know, but again, there
was still no industry in Portland.
165
:And, um, I, I, nobody was
wanting to hire me for like a
166
:telecommuter or anything like that.
167
:So I really thought my career was over.
168
:It was really resentful because I just
had spent five years putting my heart
169
:and soul into a career that just in,
in Portland, Oregon did not exist.
170
:And, uh, felt like I just
wasted five years of my life.
171
:I got a job at a company that made.
172
:Knives for hunters and for the military
and spent two years Gerber, the
173
:reckoning Gerber, yeah, spent two years
going to like trade shows, including
174
:going to the NRA, you know, uh, going
to the annual NRA, I cannot imagine
175
:you at those at those trade shows,
man, which where I met Ted Nugent.
176
:I got to meet Ted Nugent.
177
:It was one good thing about, about
working there besides, you know, they
178
:gave me a paycheck, but I got to meet
Ted Nugent at the NRA conference.
179
:And he has a son, a metrosexual
son named Toby, which surprised me.
180
:Yeah.
181
:I would think that Ted
Nugent's son would be.
182
:You know, like Harley or tap buddy,
but it's, he has a son named Toby who
183
:does, it did not look like a him at
all, but anyway, thankfully I started
184
:getting pinged for freelance jobs
from people that I'd, I'd networked
185
:with or met and it started to
snowball eventually was able to quit.
186
:And do this full time.
187
:And for the last 10 years, I've
been very busy working full time.
188
:And I've worked on a lot of games,
uh, as you pointed out, because as a
189
:freelancer, it's, you know, you get
pulled onto a project, you work for a
190
:couple of weeks, a couple of months,
and then when they're done with you,
191
:you get to move on and you can, you can,
you know, sometimes work on multiple
192
:projects and it's really fun and exciting.
193
:Cause I think I've worked
on almost 60 games now.
194
:Wow.
195
:You know, the, the diversity is,
of, of projects is, is wonderful
196
:working with different people.
197
:And that's part of what's really exciting
is, you know, things are, are fresh.
198
:That's kind of how I got to be here.
199
:You did ultimately get the chance
to work with Dave Grossman, right?
200
:Over at Telltale.
201
:I got to work with Dave Grossman while
at Telltale, his people had hired me.
202
:Yeah, I got to interact with him
and I got to work for Telltale.
203
:What happened was, while at High
Voltage Software, Dave Grossman and
204
:Noah Falstein, two of these, you
know, people who worked on games that
205
:made me want to be a game designer.
206
:They were both freelancers at
the time and we hired them.
207
:They came out to high voltage and they
kind of let us in on the secret sauce
208
:of how they would plan, uh, narratively
and structurally plan out one of their
209
:games, like a monkey island or something.
210
:Well, now that you've said the
phrase secret sauce, I'm going to be
211
:spending the rest of the interview
trying to get the secret sauce.
212
:It's nothing too crazy, but I mean,
they basically showed, showed us,
213
:like, here's the process of how
we would put together, you know, a
214
:really cool sort of interactive story.
215
:So I got to spend, you know,
a week learning from these
216
:guys, which was awesome.
217
:And then later, when Dave Grossman
became creative director at
218
:Telltale, I got to use their process.
219
:For him for telltale and,
you know, get better at it.
220
:And I applied it to, to most, if not
all of my, my other, the 60 games I've
221
:worked on, and that's another privilege
of being a freelancer is you just, you
222
:get a lot of chances to sort of get better
at it, make mistakes, get better, you
223
:know, like a screenwriter is hopefully
writing has written dozens of screenplays
224
:and, you know, some of them aren't going
to be great, but it doesn't matter.
225
:It's just, it's the repetition and the.
226
:It's how you get better and instead
of working on one game for two years
227
:and then, you know, seeing it ship, I
get to put this process in place and
228
:do it over and over and over again.
229
:I want to hear more about the secret
sauce and more about the learnings.
230
:But before we get to that, I want
to ask you a little bit more about
231
:what are some of the projects, what
are some of the The games that have
232
:shaped you as an interactive writer
and some of your favorite stories.
233
:Well, certainly, you know, I
mentioned some of those early,
234
:um, what we call point and click
adventure games made by LucasArts.
235
:Maniac Mansion, the, there
was the Indiana Jones.
236
:Yeah.
237
:A Grim Fandango was a real big one.
238
:Day of the Tentacle.
239
:Yeah.
240
:I mean, those three had everything
I wanted in that they were funny.
241
:They were sort of intellectuals,
intellectually stimulating.
242
:They told like a cool story, but, but
when it didn't take itself, you know,
243
:too seriously nowadays, I'm still a
telltale fan, you know, that they're
244
:different in, in that, um, I don't think
telltale even refers to them as games.
245
:They're, they call them, I
think, cinematic experiences,
246
:but they still feature some
amazing writing and storytelling
247
:and, and, and I, I still play.
248
:Almost everything telltale
makes and get inspired by it.
249
:You know, the walking dead
series was, was really great.
250
:So it was a fable, the series they
did based on the comic book, you know,
251
:naughty dog, um, the last of us is,
was, was, is a, you know, I, I thought
252
:a great, a great game and a great story.
253
:And not necessarily like, you know,
this is the best story you're, you're
254
:ever going to hear about a zombie
apocalypse, but just competent.
255
:Merging of gameplay and story into just
a really highly satisfying experience.
256
:I think it's one of the best single player
stories I've ever experienced in a game.
257
:And I think it is that way, again, not
because they somehow reinvented the wheel
258
:of interactive storytelling, but it's just
the characters feel three dimensional.
259
:The dialogue is great.
260
:It just feels very competent.
261
:It's like, you know, this is how
You know, big budget games should
262
:be doing it every time, right?
263
:I think they did an amazing job of
picking a world that would let them
264
:tell a story of these characters.
265
:It's, it's almost like they, you
know, realize some of the issues they
266
:had with Uncharted and designed a, a
story in a world that would, you know,
267
:Make those a lot more palatable or
turn those weaknesses into strengths.
268
:So much of, I think, good game writing
is that you have to do so much in
269
:the way of intricate planning to,
to make sure that, um, you, you,
270
:you are able to tell a great story.
271
:And I think Naughty Dog recognizes
that, you know, action adventure.
272
:Action adventure makes for a great game.
273
:It makes for a great story.
274
:You just have to, you know, intertwine
the two well, and you're in good hands.
275
:But, and, and, and, but then so
many people in games don't do it
276
:well, which is baffling, right?
277
:Like games are all about action
and games do action and adventure
278
:really, really easily, really well.
279
:So you should, you know, you should be
able to then tell an active, an action
280
:adventure story paired with, with an
action and adventure game mechanics.
281
:There's, there's almost
no excuse not to be good.
282
:I think a lot of studios have
trouble really knowing what
283
:they're trying to do as a group.
284
:And Naughty Dog clearly, clearly doesn't.
285
:I mean, one of the things that comes to
mind for me is like, in the opening, I
286
:don't remember the name of his daughter.
287
:I don't remember the name
of any of the characters.
288
:But the daughter, you know,
you actually play as her.
289
:for that entire opening sequence and,
and, uh, spoiler alert, she dies.
290
:But playing as her first really makes
you assume that's not going to happen.
291
:It's part of what makes the story
work and makes it so affecting
292
:when, when that surprise comes.
293
:It's not much storytelling and also
character development, which, which we're
294
:really short on in the game industry.
295
:We don't take time to flesh out
our, our, our characters and
296
:make them unique individuals.
297
:We barely have time to spend with them
before production starts, and that's
298
:why so often they're paper thin, and
they're almost more like amalgams of
299
:different characters, you know, cliches
than they are fully fleshed out people.
300
:Right, because at least with a
cliche, you can quickly get the
301
:player to understand who this is.
302
:You can, I mean, I guess there's,
you know, there's some advantages to
303
:just, you know, here's your grizzled.
304
:Space, Marine , you kind
of know what we're in for.
305
:I think it's mostly laziness, you
know, laziness or, you know, if you,
306
:and in a way, you know, ignorance.
307
:I mean, and, and not that I,
I, I, I am, you know, a master
308
:at this or anything at all.
309
:I had to learn kind of the hard
way, like, like every other game
310
:writer, I suppose who, who didn't
have a formal education and creative
311
:writing, it's, we're just in a hurry.
312
:We want to get going.
313
:And so.
314
:You know, who should
be your main character?
315
:I'll just, how about, you know, this
grizzled space Marine and his name is,
316
:you know, Lance, you know, fire storm.
317
:And okay, here we go.
318
:Production starts next week.
319
:Let's not think about it too much further,
but it's interesting when you, when you,
320
:when you're in your room, maybe with a
creative director at a, at a game studio.
321
:And you get to know them and you
get to know like what their, their,
322
:their favorite films are or their
favorite comic books or, or favorite,
323
:you know, sci fi novels or whatever,
almost always all those things, all
324
:those things that they love about a
particular film or, or something is, is.
325
:Because, you know, the, the, the author
of the filmmakers spent a lot of time
326
:figuring out who these characters
were and who they are and what makes
327
:them special and unique and different
and what contradictions that they
328
:have and, and where they're from.
329
:And, um, a very few people
in games, I think, do that,
330
:but I think Naughty Dog does.
331
:I think like Telltale Games
does and a few others.
332
:That's why their, their stuff stands
out, you know, ahead of the pack
333
:when it comes to storytelling.
334
:You know, one thing that's interesting
as you kind of list out those studios
335
:is they're all studios that tend to
make their very specific kind of game.
336
:And not be like going from genre
to genre or really being incredibly
337
:innovative on the gameplay side.
338
:And I think that maybe that
structure helps them too.
339
:Sure, I mean, I think, you know, studios
always benefit from constantly trying
340
:to perfect games of a certain genre.
341
:You know, maybe like if you have a writing
staff and you've hired them based on their
342
:ability to tell cool action adventure
stories, it's probably a good idea not
343
:to Pivot and try to have maybe have those
people do something that they're not
344
:great at because, you know, different
different writers are good at different
345
:things and people have some range, but
it's just not, uh, it's, it's interesting.
346
: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.