Games, writing, and play

Over at if:Book Australia, there’s a piece I wrote about games, storytelling, and the end of the world.

The significant shift that technology gave games has little to do with the graphics or the input technology, nor is it necessarily part of the maturation of the form – it is something far more fundamental in how we experience play and storytelling, and that is that we far more easily connect and engage with experiences that are conversational and continuous.

At a writer goes on a journey, the official news site of the Australian Science Fiction and Fantasy Writers Association, I wrote a piece on the What, Why, and How of being a games writer.

[A games writer] might also find themselves doing pure design work, which might output a written document, but whose underlying structure is built on something quite different. Rather than trading in the intangible connective tissue of stories and characters, you’re dealing with the underlying components of games – rules, systems, and goals. You might find yourself wrapping these in a fiction, but the work here is on focusing what the player does, not on who they are or where they are doing it. Some of the skills are transferable, and some aren’t, so it’s important to know the strengths and weaknesses of the medium before you go into it.

And on this site, I’ve published my article from the Emerging Writers’ Festival Reader on play and creativity – Play is the Wrong Word.

Every piece of writing – in fact every act of creation – is an exploration, a mapping of elusive contours of thought, a process of divination and excavation. At the other end, every experience of a piece of writing – or every creative work – is the same: a scrabble through uncharted caves, a handheld guide through an unknown city, a slow resonant unveiling of how things are and how they came to be.

But mention the word play in association with either of these processes and the arguments come at you hard and fast. We are serious writers and thinkers, they say, explorers of uncharted territory. We stalk the wilderness and return with wisdom, heroes of our own creative journey. We are adults struggling against the dark, and we have no time for such trivial things.

Perhaps play is the wrong word then? Or perhaps it’s something that needs reclaiming through reflection and re-examination of how creativity works.

Emerging Writers’ Festival Reader

One bright spot in a difficult few weeks is the launch tonight in Sydney and then on Tuesday in Melbourne of the Emerging Writers’ Festival Reader.  In it is my first ever book-published piece titled Play is the Wrong Word, which takes a look at the importance of play as part of the creative process. Here’s an excerpt, but please buy the full book to support emerging writers & future editions.

Read moreEmerging Writers’ Festival Reader

Amnesia Month

In which I step back from all of the games and culture stuff and try to reclaim some of my own creativity.

At GCAP, Natham Martz talked about Amnesia Fortnight at Double Fine – a 2 week period in the middle of Brutal Legend when the entire company put that project aside and prototyped a bunch of smaller games, which gave them the grounding for Costume Quest, but also helped recharge their creative batteries.

Just before Freeplay hit, I had the realization that not only was I stressed about the event itself, but I was also stressed because i hadn’t really spent a lot of time, for a long time, working on my own stuff, and ultimately doing what we implored people to do at Freeplay – to just get out there and make things

Since being self-employed, my own projects have fallen by the wayside as i’ve tried to maintain paying work, realised how much time it takes to run a festival, and tried to find the balance between money and creativity. The main one of those is the novel I’ve been working on for a few years now, and while I still care about it and want to see it finished, I also think a break would do that work good – and would give me a chance to try out everything I’ve (hopefully) learned as a writer.

NaNoWriMo is perfectly timed for that break.  I know my premise, plot, characters, first few scenes, and the core conflict – and even this early, I’m starting to feel my way through the shape of the thing. I’ve done it before, and know it’ll drive me absolutely mad, but I’m also looking forward to seeing what comes out of the whole process. I’m signed up as Pcallaghan if anyone wants to follow along there.

It does mean that I’ll likely be blogging a lot less for a little while, at least about games and culture. Shame. But I do have some thoughts on why we need to have the moral outrage & censorship arguments, narrative and mechanical grinding in Dragon Age, and the role of archetypes as they apply to not only game narrative, but to the cultural discussions we have too. I’m sure I’ll need a break from the 50,000 words though, so maybe they’ll get written before they evaporate completely.

If not, see you back here on December 1st for a Nano debrief.

The season of acronyms…

As the year scrabbles to a close, the steady stream of conferences and presentations comes to an end.

World Congress of Science and Factual Producers

On Friday December 4th, I took part in a speed-networking event at the World Congress of Science and Factual Producers.  What was interesting about this was being able to step away from the traditional pc/console space and think about new opportunities to use games and games technology.

In talking to the directors and producers, I had the thought that perhaps games were closer to documentary features than to narrative features.  The topics explored – happiness as a contagion that can be tracked using network theory, or a man who built his own 300-million search-and rescue empire – were built on the film-maker exploring the world, creating theories, and constructing the narrative as they go, which is a clear analogue for what players do in games.

Not to say that there isn’t room for narrative in games, but modelling gameplay & the reveal of narrative in more of a documentary style might prove to be a useful template.

Game Connect Asia Pacific

Or GCAP as it’s less mouthfully known, took place at Crown from December 6th – 8th.  I gave two presentations – one on games and games literacy (which was attended by only 5 people due to a last minute room change) and one on the creative process of writing and how that applies to games.  Due to meetings and general schmoozing (and also pulling together my writing presentation), I saw almost none of the conference itself (other than Tim Stellmach’s keynote & the indie games that I was judging), but came away with the overall impression that from an art & design perspective, the content was unfocused and weak – which is reflected in a single stream that contained all of the art, design, and audio talks.  As design is one of our local industry’s challenges, it would be nice to see an increased focus on it next year.

Details on the presentations after the fold.

Read moreThe season of acronyms…

Game Connect: Asia Pacific 2009

Details of the 2009 GCAP program are now up on the website.

My session, What Does a Writer Do Anyway?, is on Tuesday December 8th at 3:35 as part of the Art / Design / Audio stream.

What does a writer do anyway?

Telling stories is an essential part of our cultural fabric, but in the face of a new medium, one in which mechanics, rules, and play are at the heart of the audience experience, we’re still learning how to work the thousands of years of accumulated knowledge in writing and storytelling to our best advantage.

An often-neglected discipline in video games, this session will look at the skills and craft that writers use when approaching storytelling, dialogue, structure, and characterisation, and how to apply those to video games without losing the particular strengths of the medium.  By dissecting the craft of writing, it will demonstrate the thought processes behind story creation, what does and doesn’t work within the medium of games, and why some of those boundaries exist.  It will also show how some of those core concepts are applicable to games without stories, informing mechanic, level, and systems design.

Looking to the future, the session will lastly speculate on the marriage of traditional narrative and mechanics, and the sorts of stories that can only be told in the medium of games by exploiting the fundamental gameplay forces of agency, choice, rules, and goals.

Emerging Writer’s Festival – Sunday

Sunday morning was spent rewriting my panel presentation – I’d decided late Saturday to change the focus of my talk from how great the collaborative process is, to talking about the collaborative relationship between author and audience and how that manifests in games.  This meant I missed seeing the speakers, but luckily through the wonders of technology, they had a speaker in the coffee room you could listen in on.

After lunch, I saw The Art vs Craft panel.  It was interesting structurally – having the panellists debate both sides of the argument against themselves – and the speakers were entertaining – Nathan Curnow wore a bunny suit to speak – but I came away with the same opinion I had going in: both Art & Craft are equally important.

Next up, was me speaking on the panel I Can Say Yes But In The End It Will Be No, talking about issues of collaboration and ownership as a writer with Liz Argall, Angela Bentzien, and Luke Devenish. Both Liz & Luke focused on the positives of the collaborative experience – an opinion that I share.  When it works, it’s brilliant, because other creative people take what’s in your head and make it better than you could have imagined it.  when it goes wrong, as I’ve seen it do, it can be incredibly frustrating though, but I think we all thought that the working with other artists had made us better writers.  Angela spoke about the practical nature of the work and of having ownership of it – especially as a theatre group, and having to come to a creative consensus.

I spoke about the role of collaboration between the author and the audience, and how that relates to ownership.  My theory is that you never really own the work, and that there’s always some form of collaboration, because writing – or storytelling – is about communication, and in order for communication to happen, you need at least 2 people.  In established media – prose, games, theatre, comics – the communication you have with your audience is one way –  it’s a creator / consumer relationship – but with games, you get the chance to turn that communication into more of a conversation.  Games are built in such a way that the audience actually has to engage with the telling of the story, they have to take action, they have to own their own agency, and they have to push through the game’s story.  Done well, narrative games have access to the audience’s emotions in a far more visceral form than the empathic response of prose or film because you aren’t watching someone on a screen do something, or reading about them doing it in a book, the audience is actively making a choice and then acting on that choice before seeing the consequences play out.  That’s something that’s really exciting and powerful to me as a writer, and hopefully I got that across in my allotted ten minutes – at least when I wasn’t suggesting members of the audience were stalking me, telling stories about mental illness, or talking about a girl who got away.

It was a lively panel, I thought.  From where I was sitting, everyone shared something of themselves, and I felt like I knew everyone a little bit better afterwards, which is exactly what I’m looking for when I hear people speak.

Next up, I went straight into my From Here to There session to talk about my experience writing games generally, and more specifically Doctor Who.  I think, a few years after the project ended, that this was a nice way to finally put the whole thing to bed.  I got to talk about how I got my start as a games writer, the greatest creative experience of my professional life (so far), the worst creative experience of my professional life (hopefully ever), and to talk in a bit more detail about the strengths and weaknesses of games as a storytelling medium.  It was tremendous fun, but also a little strange, because at times it felt like I was just having a conversation, but then I’d turn around and there would be 20 people in the same room, all listening to me, and all laughing in the right spots.

The last session was Letters to the Editor, a chance for David Ryding, the festival director, to bring back speakers and ask them questions from the audience.  It was a good way to finish up the festival – funny, insightful, and focused on the process of writing.

And that’s the strength of the emerging writers’ festival – it’s about writing, not writers.  I felt energised and inspired about my own work after hearing people speak.  I was reminded that there are as many ways of working as their are writers and that you need to find not only your own voice, but your own reasons for doing the work, and your own path through that.  I got to speak to some incredibly talented and interested people, who in turn, seemed to see me the same way – which left me with an insufferable ego for the following few days – and who also shared my drive to write and share and communicate and make it work in whatever way we need to.  That for me is the crux of the festival – bringing writers together and building a community, no matter what stage of your career you’re at.

Which brings me to a question I’ve been thinking about since I was asked to take part – am I an emerging writer?  Well, yes and no, I think.  I’m still learning.  I’m still finding my feet.  I’m still bluffing my way through some of it.  But, I know I can do it – at least for games.  So, in that area, I don’t know that I am emerging, but I don’t know that I’m established quite yet either.  Maybe we need another definition – something between emerging and emerged – but I suspect we’d then need two more definitions to bridge those, then 4 more to bridge those, then 8, then it would never stop and our dictionary would contain nothing but words to describe the stages of a writer’s career.

Maybe then, it’s enough to just say, I’m a writer, and I’m doing this work, and that’s where I’m at.  I think that’s what I’ll do.  At least until somebody stops me, takes my hand, shakes their head, and says, ‘sorry son, ‘fraid you’re not a writer.’

And I’ll look them in the eye, and there’ll be a moment between us that stretches out just a little bit too long but neither of us will say anything, and when they’re just about to pull away, their fingers losing their grip, their cold hand retreating, I’ll smile, and then I’ll kick them in the shins and run off down the street!

So, here we are…

I’ve tried to blog / maintain a website in the past, but always failed because I felt like there wasn’t much of interest happening. That’s changed now that I’ve gone freelance because there are some interesting projects on the horizon – most of which I can’t talk about just yet, but soon. I hope.

In the meantime, this site is still under construction, but you can visit some of the sections that were easier to put together than others:

Appearances

One of the reasons I wanted to start this site was to bring together a lot of the random stuff floating around the web that I’d been involved with. This page contains videos of my appearances on ABC2 and at Freeplay.

Conferences & Presentations

Over the years, I’ve done a bunch of conference presentations.  Here’s where you can find the details of the sessions and copies of the presentations.  Most of the new ones are in .mov format because I bought a mac and fell in love with Keynote.

Game Projects – Old ProjectsCurrent Projects

Here you can find details of what I’m working on now and what I’ve worked on in the past.  Sadly, the current project page is a bit quiet because everything’s early days.

Writing

This is where you can find samples of my personal writing.  It’s a little sparse just now because I’ve been focusing on a novel for the past few years.  That should change during 2009.