Hi Kate. My question is, for an amateur writer looking to develop skills for narrative design in the game industry, what are some formats or examples of writing I can make to be relevant?
the skills you need for professional narrative design work will depend on the type of game you’re interested in writing, imo, though there’s certainly a lot of overlap, and it can’t hurt to be proficient in all or most of it.
if you’re gunning for a naughty dog-style production, where the story is told primarily through cutscenes and set-piece events, you’ll probably want to practice writing screenplays. work on constructing scenes with tension and conflict that develop through short, punchy dialogue. for linear games, narrative design is similar (or even identical to) screenwriting.
if you’ve never tried any screenwriting at all, maybe pull up some of your favorite scenes in television and film and try to recreate the script based on what you see on screen, then google around for the shooting script and see how your effort matches up. that might help you get a feel for the form. (and if you’re stumped for good examples, BARRY, bill hader’s hitman comedy on HBO, manages to do an astonishing amount of really effective storytelling in 25 minutes.)
there are a ton of screenwriting resources out there, and since it’s something i do very rarely, please don’t take my word for the best way to learn how to do it! let someone more experienced teach you!
outside of screenplays, barks are a staple of game writing that you’ll want some familiarity with. there, i’ll defer to katie chironis, a designer at riot, who wrote a tidy tweet thread about barks a couple days ago. the only thing i’ll add to her thread is that barks often need to give the player information that is easily understood and internalized in addition to being flavorful and punchy.
the kind of information conveyed depends on the event being triggered. like here, parvati is letting the player know that the enemy they’re targeting is immune to plasma damage:
some barks are really just opportunities for the game to pat the player on the back and tell them they did a good job, like here, where parvati congratulates the player on making it through an encounter without taking any damage:
you’ll notice this is not particularly deep writing. i certainly wouldn’t call it my finest work. in fact, i chafe against all the pure ego-stroke barks, and i wish i didn’t have to write them. but that’s the job, so write them i do, and so will you. so put some barks in your portfolio.
that’s scenes and barks. what’s left? if you’re writing for an rpg, you know it’s gotta be branching conversations. i can’t speak for my colleagues, but the way i learned how to write branching conversations was:
play a lot of rpgs, and play the ones i liked several times through (s/o to dragon age: origins)
try to chart a single conversation tree from one of your favorite quests to see how it’s constructed (s/o to the dwarf commoner origin)
start writing your own conversation trees to apply what you’ve learned (in twine, renpy, flowchart software, a big piece of butcher paper, whatever (i used a big piece of butcher and later twine, but i also need to be able to see my entire conversation structure at once, so ymmv.))
regarding point #2, check out this flowchart that a player on the outer worlds subreddit made a few months after the game’s release. here, poster warkipine did their damnedest to reconstruct parvati’s entire bar conversation in flowchart software, and they got pretty damned close. here’s their take on the intro:
here’s what that same intro looks like in obsidian’s conversation software:
this is the best way (in my opinion!!!) to learn how to write branching conversations, because while the player only sees the dialogue, they feel the conversation flow, and learning how to construct a satisfying, engaging, reactive conversation that’s within your wordcount budget is at least 50% of the work of branching narrative design. shit, maybe even more than 50%. what i’m saying is, dialogue is the easy part!
that’s cutscenes, barks, and branching conversations covered. what’s left? LORE. by which i mean, everything else: item descriptions, examinables, lore books, ui text, journal text, etc. what a studio calls all this prose writing will be unique to them and their projects, but it all exists to fill the game world with information. some of it’s useful, some of it’s entertaining, (almost) all of it’s written by a human being, and you probably want some of it in your portfolio, too.
if you need help getting a handle on the form, read through tabletop rpg rulebooks or lore books from games you loved. i have copies of destiny’s grimoire and dishonored’s lore books at my desk, for example, as well as fiction anthologies, historical travelogues, collections of world mythology, nature writing, etc. all within reach to flip through when i’m feeling stuck.
having examples of screenplays, barks, branching narratives, and lore books in your portfolio will go a long way toward making you look relevant for a game writing position. you might also consider short stories, solo game projects, and collaborative game projects. i wish i could tell you there was short-cut that didn’t require all this labor, but there isn’t one. you just have to do the work, and keep doing it, maybe for nothing, for as long as you can. it took me seven years.
i hope that was helpful. i have about twenty variations on this question in my inbox, and it’s a big, complex topic, so any of you are welcome to ask follow-up or clarifying questions here, and i’ll get to them when i can.
[apparently tumblr doesn’t let you click to expand images, so you can find clickable versions of the images in this post HERE.]