Showing posts with label Driver. Show all posts
Showing posts with label Driver. Show all posts

Tuesday, 4 October 2011

Driver: San Francisco - Post Mortem & Script Samples

So it's 18 months since I completed work, a month since release (to console, at any rate), and 48 hours since I finally got my hands on Driver: San Francisco. I have some thoughts on that topic.

First, it's my biggest and most polished release, so congratulations and thanks to the guys who did the real work over at Ubi Reflections. Thanks also to my agent, Sidelines, who put together the incidental dialogue team that I was a part of.

Despite being a big-bombast driving experience (ie the other end of the spectrum from my usual interests), Driver has my heart. I say this with what I hope to be a reasonable degree of independence - I never played the game before it's PC release, and I had nothing to do with game design or the central narrative thread - but Driver: San Francisco is that rarest of things: a game with a defined tone. I'm not the first person to say that the black humour, campy cop show theming and absurdist premise combine to deliver a world that works by its own rules and is a joy to inhabit.

But what exactly did I have to do with all this, and what did I learn? I produced a pretty significant portion of the Act 2 NPC dialogues - the flavour conversations (or barks) that occur when you shift into a car with a passenger. They were actually the topic of their very own bit of marketing, being as there are more lines in Driver than in Mass Effect 2. I'm not in a position to comment on that one, but I know I produced about 50,000 words across 30 characters and that others were doing similar. At any rate, RPS had some nice things to say about these dialogues in particular, so I hope they're worth discussing.

If the experience has reminded me of anything, it's that playing a game is essential to writing one. Stupid thing to say, I know, but it's amazing how often that principle is disregarded. In the case of Driver it was very much a priority job (which is a nice way of saying a rushed one), and though I asked for playable code I rolled over pretty quickly because sometimes a client just wants you to do the job you've been assigned, and are paying good money for freelancers so they have less to worry about, not more. I can't say I blame them, but I can't say I'd roll over so easily next time either.

The stuff I produced for Driver works, for the most part. If you're interested, a cursory play suggests to me that about half the in-car stuff around chapters 3-6 is mine, and you can find a full list here. A bit like putting a novel in a cupboard for six months, such a big gap between writing and playing lent me some objectivity, even to the extent that I was struggling to pick out my own characters. The darker ones work the best for me: the kid whose one day with his estranged father is ruined by Tanner's interference ("I think you broke my arm again, dad."); the hospital director who's terrified of winding up in her own intensive care unit ("You do understand our surgical staff are barely trained chimps?").

Where things falter a little is in the gameplay, or at least my lack of knowledge of it at the time. These scripts are supposed to be quick fire, simple to grasp scenarios that pack a funny / dark / atmospheric punch. Sometimes playing the game almost feels like a formality - after all, a scene is a scene, and a line entry marked 'Jump Land' or 'Scrape' seems pretty self-explanatory; but context is everything. How long is the delay between timed lines? How much more violent is a crash compared with a scrape? Does the dialogue reset if the player leaves the car?

The result is not that the good lines aren't good: the material still works; but a lot of it is lost in the mix. The ends are cut off of the wipeout lines; the story flow breaks in certain scenarios; lines you expect to be the mainstay are rarely heard.

I'm very happy with the work we did on Driver, and proud to have been involved in its development. Most of all, though, the experience cements for me what I've always suggested: that a games writer's job is still (and may be for some time) not so much to do what they're told, but to do what they ought. I failed to uphold that principle and at times, and perhaps only to me, it shows in the game.

If you're interested in the practicalities of writing for games you can check out a sample from the Driver: San Francisco script over at the Narrative Design Resource.

Friday, 6 May 2011

Driver: San Francisco Previews Abound

With Driver: San Francisco out later this year the first batch of hands on previews has come in. Here's one. Here's another.

I worked on Driver as part of a writing team, and it's great there are now some decent details out to talk about. In particular, I can actually explain what I did. Or, well, I can let Meer do it for me. From RPS:
[Tanner] somehow finds himself able to transfer his consciousness into the body of any other driver in the city. [This] is doubly entertaining when your car of choice has a passenger. One minute they’re being driven around by some boring old fart, next minute their companion apparently turns into a suicidal gobshite with zero respect for health, safety or authority. Like Quantum Leap, your host doesn’t physically change, but Tanner’s gung-ho, wisecracking, mortality-ignoring persona is entirely in charge.

Who knows just how much comedy can be wrung from what’s always going to be essentially the same gag, but Reflections certainly seemed to be experimenting with a vein of humour previously absent, rather than hanging proceedings around gritty grime. One mission (for there are set tasks as well as a glut of optional ones and simply dicking around) sees Tanner brain-steal some rich bugger test-driving a Ford GT, with the salesman offering snake oil from the passenger seat. His patter slows down as the supercar is hurled around the roads at deadly speeds, and prissy screeching about losing his bonus begins. Tanner giggles to himself, a police officer entirely unconcerned about ruining a man’s career or, indeed, causing terrible injuries to civilians and untold property damage. 
That was me - along with some other chaps from Sidelines - churning out weeks' worth of in-car dialogue and character designs, each with their own mini-arch as the player pushes that particular passenger to the edge. As Tanner's coma dream gets deeper and darker the dialogues push into black comedy, and I get to turn out everything from suicidal cult leaders who are worried they're going to pop it before the ritual, to dispirited TV repairmen who decide to go postal.

It was a rush job (shame, given the delays), and after 30 characters (each with 20 triggers, each with 6 variations; you're basically rewriting the same 20 lines hundreds of times over) you start to get a bit stretched. However the tone is a perfect match for me, and it was a fun departure from usual AAA fare. I've not seen enough of the project to comment authoritatively, but I'm quietly hopeful the game, and its writing, will be well received.

Friday, 20 August 2010

My Games & MY Games: What I Did on Which Projects

Wouldn't it be lovely if MobyGames had a feature for studio leads or staff themselves to add detail to their credits? If someone's credited as a writer that could mean almost anything. If I'm reading about a level designer, I'd love to know exactly which levels in the game they designed.

Following on from discussion in this post, I thought it'd be worth the time to list the projects I'm involved with and to spell out exactly what responsibility I held on each. Quite apart from allowing me to feel better about the credit that I'm taking, I hope this might prove an interesting exposé for anyone interested in the practical role of the narrative designer, not to mention useful for anyone thinking about sending a contract my way.

Fairly briefly, and in order of least to most creative control, these are the major projects I've worked on, how I was credited, when I did the work and what that work actually entailed.

Amnesia (PC), 2008, 2009 - Uncredited (as far as I know, and by request)
I worked on Amnesia during pre-production. All Frictional had at the time was a setting and gameplay, and I produced, among other things, a document detailing plotting, setting and character concepts, and some gameplay mechanics. When Frictional ran into publisher dificulties they went right back to the drawing board and returned with a full (and very different) narrative design, which is when we (amicably) parted ways.

Driver: San Francisco (360, PS3, PC), 2010 - Not sure what the credit will be yet (better be one though)


I was part of a team producing in-game dialogue to a rough brief. My dialogue will make up around 10% (at a guess) of the total. The style and character were obviously set beforehand, but there was no concrete style guide, allowing for reasonable flexibility within the confines of a predefined bark script (in which every character has the same type of lines, triggered by preset events). The deadline was extremely tight and barks are never easy, but I hope my characters more often than not bring a smile rather than a cringe.


Hydravision Survival Horror (DS), 2009 - Cinematics Writer

This was a last minute job during Alpha. All levels and most assets were in place, the story set in stone. There were around ten one-minute-long cut scenes, each with variations dependent on player character. I was delivered a doc setting out exactly what story information had to be communicated in each, but was free to improvise within that and within the established style of the franchise. It was challenging to write good dialogue when little attention had been paid to the plot itself, but I hope my penchant for dark humour and philosophical observation shine through, particularly towards the end.

Lost Horizon (PC), 2009/10 - English Script Adaptation
The 100,000 word script for this one was written in German and translated into English, my role being to polish it up. Every line was delivered in a spreadsheet, so while I had reasonable freedom within each line, the gist had to remain the same and I had no control over the overall story or puzzles. The translations tended to be grammatically sound but very stilted, and I'd say that I quite significantly rewrote the majority in a consistent style that I felt appropriate. That style - a tongue in cheek, silly sort of feel - was to some degree my own, but also significantly defined by the nature of the game and the plot. I was also in the studio for the voice work, though I wasn't directing and had no involvement in casting.


Penumbra: Requiem (PC), 2008 - Written by
The guys at Frictional decided to take a very different approach with this expansion pack. Gameplay was to be entirely divorced from narrative, meaning I had no control over the physical lay out of the levels, puzzles weren't narratively justified, and my main story telling tool was to be voiced notes. The overarching 'plot' of Philip exploring his mental demons was my own, changed from the original concept of Howard exploring the Shelter and gradually going insane, but 'plot' is in quotes because when you can change an entire story without actually adapting any of the levels you know there's not going to be much involvement. I felt as if the Penumbra story was largely over, and it was a bit of a shame to go out on this note - this game was no small part of my reluctance to be involved with Amnesia.


Penumbra: Overture (PC), 2006/07 - Written by
This was the first game I ever worked on as a narrative designer - I wasn't credited as such simply because at the time I'd never heard the term. A three game plot outline was in place, though detail was very sketchy and really only the very broad strokes and the setting made it to the final game. Plot in place for Overture was actually very minimal - Philip travels through the mine to find his father - and my biggest contribution was the introduction of central antagonist and plot driver, Red. All the other story elements in the game were either developed from ideas the guys at Frictional had in place, or originated with me, and I had (mediated) control over every element in the story, from note content and placement to visual design and level layout. I was also involved in game design discussion, and I cast and directed all three games in the series.

Penumbra: Black Plague (PC), 2007 - Written by
Following feedback from Overture I had greater confidence and experience, and with the cancellation of the third episode I was also tasked early on with overhauling the plot. As a result, Black Plague remains the game that I most cite as representative of me as a narrative designer. The plot and level design were a result of a high level pitch I produced which was then discussed in detail with Thomas [Grip, Lead Designer], from which he drew up level designs. Every character - save for Philip and Howard - and plot twist was my own work, as were the original ideas for the sanity effects and the ways in which the player can interact with his alternate personality, Clarence. Outside of narrative concerns I was a staunch supporter of dropping combat altogether, and I also contributed some broad puzzle concepts.

Unannounced Hydravision Action / Adventure (360, PS3), Ongoing - Narrative Designer
If and when this project sees release, I truly hope it will take over from Black Plague as my calling card. The guys I'm working with had a scenario, plot outline and two player characters in place, and while the scenario and one of the characters were both outstanding, I've entirely reworked the plot and created the cast from scratch. I'm unspeakably excited about the potential for this project.

ir/rational (PC), 2009 - Written, designed and developed by
Finally ir/rational is, fairly obviously, the game over which I've had the most control. Because, you know, I made it. While it could be argued that I was limited by my meagre programming ability and time contraints, ir/rational best demonstrates the style of writing and topics that interest me, as well as my game design ability. For better or for worse, ir/rational provides me no excuses - ir/rational is a 'Tom Jubert game'.

Saturday, 17 July 2010

Unannounced Ubi Project is Driver: San Francisco!

Update: Driver: San Francisco is now scheduled for release early 2011.

A short and fun one, this. The second project I've been involved with that will see release this year can now be revealed as Driver: San Francisco. The trailer is particularly whizz bang, but if anyone can teach me how to make YouTube videos embed in skinny Blogger columns without going off the edge of the screen you know where the comments box is :-)

For those that don't know, I'm represented professionally by Sidelines, an agency dedicated to providing experienced video game writers and narrative designers. Do check them out if you're not familiar already, their audio arm - Side - recently won a Develop award. I was part of a Sidelines writing team including Dean Wilkinson (Little Big Planet), Iain Lowson (Wheelman), Gordon Rennie (Rogue Trooper) and James Worrall (GTA 3), personally developing and scripting more than 30 in-game characters.

Check out the previews for a fuller run down, but the central Big Interesting Shiny Thing is the frankly bat shit crazy 'shift' mechanic. When Driver's released in November this year it'll mark the first of my AAA projects to hit the shelves, but when I first saw the pitch I would have sworn it was out of left field: in a twist I thought might have been reserved for an in-game reveal, series protagonist Tanner is in a coma dream in which he can posses the drivers of other cars. The monstrous amount of dialogue I produced was for the incidental barks of the terrified passengers in the cars you take over. It was Fun. My favourite was, I think, the car salesman who's torn between screaming for you to watch the paintwork and trying to point out the finer features of the ABS.

The tone verges on dark humour in places, so it was right up my street. It's not ideal that I've not seen any more of the game than is in the trailers, but I hope the writing is well implemented and that the gameplay lives up to the promise of this debut footage.