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August 12, 2008

Story is King

Yesterday was the first day of the ACM Siggraph conference in Los Angeles, and the first of several keynote talks that will be given this week. Ed Catmull, President of Walt Disney Animation Studios and Pixar, talked about managing creative environments. One of the key points he made early in his talk had to do with the wisdom he came upon early in his career: "The story is the most important part of a movie." This seemed like an important truth to have discovered, until he gave it a little more thought. Movies ARE stories, he realized. Saying that the story is the most important part of a movie isn't wisdom, it's a tautology.

Immediately after Catmull's keynote, I attended another very interesting session, a panel presentation about the production of the movie Kung-Fu Panda. One of the panelists who spoke about his experience on the film was the director, John Stevenson. While talking about production schedules and character design, he prefaced himself by saying that story is king. He said it in an offhand manner, as though it was so obvious that it barely rated mentioning. Story was the first thing and the last thing that they worried about, the most important consideration governing all aspects of the production from beginning to end.

Listening to these two men talk about their medium and share a perspective that relates moviemaking to storytelling in such a profoundly fundamental way, I couldn't help but think about the video game industry, where story is so often treated as an afterthought. Of course, games are not movies, as we well know. But, as a proponent of games as a storytelling medium, I have to ask myself: is story in games the same kind of tautology as story in movies? Or are the differences between the media such that story will always be something extra that must be added to a game in a fundamentally different way than to a movie?

Hearing Stevenson talk about the process of developing the movie's story at the same time as the character models, environments, and technologies was something of an eye-opening experience for me. When I think of movies, I usually think about a traditional live-action development pipeline where the script is written and pretty much set before filming begins. Modern CG animated movies, clearly, are a different beast. More than anything, this reminded me of a talk I saw given by Ken Levine last spring at GDC. At the time, I was shocked at the way he talked about the story in Bioshock evolving and changing in significant ways until very late in the production cycle, even within a couple months of the ship date. Bioshock, at the moment, is one of the industry's most important examples of story in games, so the fact that the game was not built around an already-fully-developed story was somewhat disconcerting to me. Thinking about it in relation to Kung-Fu Panda, however, makes it seem more reasonable. In both of these media, this sort of process occurs because it can: unlike actors and live-action footage, digital models, environments, and technologies can be re-scripted and reimplemented as the scene evolves and changes. In the blockbuster environment in which Dreamworks and 2K operate, overlapping the writing and production is cheaper than having a distinct writing stage. It also allows the writing to be integrated into the iterative design process, which is something I hadn't considered before, but could be an important point in developing interactive media.

Don't look for any real in-depth analysis of these ideas here; I'm still in conference mode and my brain is stuck in an intake-cycle. But I'm eager to hear any thoughts you have to contribute to this conversation, if anyone is interested in taking these ideas further.

August 22, 2008

IMD Playdate

Hello to the graduate class of '11! It was a pleasure to meet you all today. I, for one, am very much looking forward to getting to know each other and working together over the next several semesters.

A couple of us were talking at the SCA dinner this evening about jump-starting the process, actually. What say we get a group together for some old-fashioned tabletop gaming tomorrow afternoon? I'll bring Once Upon a Time, perhaps someone will bring Settlers of Catan, and I know there are a bunch of board games in the Game Innovation Lab. I think that we can scan our way into Zemeckis on a Saturday, so let's say we'll meet there at one. Anyone who's interested is welcome to come.

On that note, I just installed a 10-day trial of WoW and I want to work my way up to doing some five-man raids to see what the fuss is all about. Anybody with an active account or a trial version is more than welcome to join in the fun and help me learn the ropes. I'm starting a brand-spankin'-new Tauren Hunter on a server called Thrall, and I'm starting from first level right now, as we speak. So let me know if you want to play. My regular email is the concatenation of my first and last names, at Google Mail. (Figure that one out, spambots.)

See you tomorrow!

August 25, 2008

Hello!

Hello, Interactive Media! I'm an incoming MFA student and very excited to be here. I'm from Denver, Colorado, but I've been in Southern California for a number of years now - for my undergrad at Pomona College in Claremont, and working at the ICT out of Marina del Rey for the past three years. I'm interested in different approaches to narrative in games, as well as ethics and gender issues as they're presented in games. My background is in programming. I'm very much looking forward to sharing ideas and collaborating with other students.

August 26, 2008

Untangling Braid: Puzzling

Spoiler Warning: Actually, I don't think I really spoil much of Braid in this post. I do give away some very general information about one section of the game, and I talk about the underlying game design philosophy. However, I do recommend that if you haven't played it yet, you should play the game as soon as possible. Because it's a great experience to have, for one thing. And because I do tend to spoil games when I write about them, and I plan to write more about Braid in the future.

I've spent a significant portion of the last two weeks trying to sort out my reaction to Braid, the critical-darling indie game that recently launched on XBLA. I just finished it - finish-finished, with all the stars and everything - last night. Because it's really, really hard, and it takes forever. Here's the thing about Braid: it's very, very good. I just don't like it.

Continue reading "Untangling Braid: Puzzling" »

August 27, 2008

IMD Playdate, Redux

Last week, a few of the first year MFA students got together to get to know each other and play board games. We played several games of Brawl and a couple long hands of Once Upon a Time. All in all, it was a good time.

There have been a few suggestions that we make a regular thing out of this. I'm not sure how the logistics of that are going to work out, but I think having a scheduled time for these sorts of activities - sharing favorite games, trying out new or classic board games, getting informal playtest feedback on design prototypes - could be a lot of fun, and useful as well.

So this week, at least, we'll be getting together again. Anyone who's interested is more than welcome to join in. We'll try to dig up a copy of Settlers and see what's available in the GIL, and I'm sure we'll be able to find plenty to keep us busy. Details TBD, but expect to meet early Saturday afternoon at Zemeckis. If you're interested, keep an eye out here for confirmation, or leave your thoughts in a comment.

UPDATE: 2:00 PM on Saturday at the ZML. Bring games if you want to play them.

About August 2008

This page contains all entries posted to Sean Bouchard in August 2008. They are listed from oldest to newest.

September 2008 is the next archive.

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