Blizzard: Game Developers Are Not Shakespeare, Need to Stop 'Writing Books' in Games
by Nick Breckon and Chris Faylor, Mar 26, 2009 4:36pm PDTDuring a presentation at this year's Game Developers Conference, former World of Warcraft director Jeffrey Kaplan took a moment to address the lengthy exposition that plagues numerous games, including those developed by Blizzard.
"Basically, and I'm speaking to the Blizzard guys in the back: we need to stop writing a fucking book in our game, because nobody wants to read it," he explained.
"We need to deliver our story in a way that is uniquely video game," Kaplan, who left WoW to work on Blizzard's next MMO, explained. "We need to engage our players in sort of an inspiring experience, and the sooner we accept that we are not Shakespeare, Scorsese, Tolstoy or the Beatles, the better off we are."
However, Kaplan did offer consolation to his fellow developers. "If it makes us feel better, Shakespeare couldn't 3D model his way out of a paper bag," he noted.
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Comments
Its not about lessening the story content, its about moving more of it into the actual gameplay.
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At first I thought it was about those 'in-game' books in RPGs (I never read those, do you?).
How do you tell a videogame "book" storytelling from a videogame "cinematic" storytelling, or a videogame "uniquely videogame" storytelling?
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How many of you that have played the Eldar Scrolls series have NOT EVER read one of the books, and not enjoyed them?
The books are there for the lore, to add to the story, and only if they're half assed would they detract from the game. If that's the case though, then don't read them. Blizzard loses on this one.
Besides, all because Blizzard is incapable of pushing a storyline forward without having an entire cinematics department doesn't mean that companies like Bioware or Bethesda are not capable of pulling off something with the same effect, or more so than what Blizzard is capable of by taking a different direction on their methodology.
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Great writing can make a good game truly spectacular, and can add a ton of content to a game (I'm thinking specifically of all the books in Oblivion; which if you're actually interested add a huge wealth of entertainment).
Maybe he should be more specific and take a stance against BAD writing.
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But all RPGs seem to have a problem with general quest text that is way too long, stupid and boring.
Also, we are not Spielberg either so please stop trying to make a 'cinematic' experience.
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This is the key to what he's saying; not that there should be no story, he just doesn't think filling in the story as a wall of text (or lengthy speech) is the way to do it.
The problem with implementing this into an MMO (most current ones anyway) is that the designers are limited in how they can tell the story through subtler, more interactive ways. the requirement that all the thousands of players on the server must be able to have the same experience means you can only do so much to directly involve a player in the story. from what i've heard (i haven't played WotLK) blizzard made some steps forward in this in the latest expansion, using instancing to create more immersive interaction with quests.
imo, the only real way to do this right is to have procedurally generated, unique quests and decent AI. when a player does one of these quests, it stays done and the effects persist in the world (the village you saved recognises you as a hero, the burnt out goblin camp you destroyed remains). i think this is the ideal of what Kaplan is talking about: you don't need the quest givers to say anything other than 'omg, goblins ate my baby!', you go searching for their camp, pick up their trail (chewed baby parts?), maybe bump into and join forces with some other players, get ambushed on the outskirts of their camp, fight your way into it, maybe find a note on the cheiftans body which spawns another dynamically generated quest, return to the village a hero. thats how you involve characters in story in a game.
this may sound like a standard WoW quest but imo the experience instantly loses any sense of 'story' when i see the whole goblin camp respawn behind me as i'm striding away, or get back to the village, get congratulated for my victory and then see the quest giver wailing about her poor baby to some other schmuck. when i come back through the village in 6 months time and the village hails me (only me!) as their hero and offers me their daughters, and i'm like 'oh yeah, i remember this place', THAT is story.
i recognise the technical challenges of this but i think the tech is feasible for the next generation of MMOs.
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If your making a zombie game, try avoiding laying out a huge history of some horrible military experiment going wrong in some narrated text or even cut scenes. Instead, display the back story in-game, such as a group of people hunkered down in a bunker listening to a radio or watching a television trying to find any news they can. Place newspapers around the room scattered around with large headlines and images. This greatly enhances a sense of immersion.
Tell the story using the medium of the game, don't span into the medium of books (unless your game revolves around them intentionally like Myst). it only takes a little more creativity and more programming, and it is totally worth it. Like the in-engine cut scenes used by Gears of War.
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Deliver it in a way that is not a chore to read.
As Yahtzee said in his review of Mass Effect, the best way to deal with dialog is succinct and punch it, or just get to the point and let the player decide if they really want to get in to the lore.
You people honestly thought he was specifically referring to games with actual books in them?
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I am not talking about the WoW dude, he is an expert, but mainly referring the the posts under this article.
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I only played for as long as I did because the stories in WoW were fairly good.
The way I see it, go ahead and write a book, but don't force it down people's throats. You'll keep the people that like that sorta stuff, and won't annoy the people who don't.
That being said, I don't play anymore. I hate the end-game. I'm probably the only person in the world who likes the leveling process.
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There is a place for rich in-world literature, and even if the player doesn't read every piece, it can help to ground the experience, give it a sense of history.
I guess I'm saying I completely disagree. If you start out with the mindset of "you're not shakespeare", then of course you won't be.
Because that sentiment is so fucking true. It would be less of a big deal if seemingly every company didn't feel the need to write this huge, contrived fantasy or science fantasy backstory that has been told a hundred times before that no one cares about.
Story presentation can be "uniquely video game" but video games can also uniquely integrate the qualities of books, music and film.
They've managed to create 2 expansions to World Of Warcraft. Both of which have absolutely no storyline and seem like a jumbled up mess of random pages in a book.
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