Train2Game interview: Brink Lead Writer Ed Stern Part 2 – Game Design

Train2Game was at last month’s Games Writers Panel at BAFTA’s headquarters in London. There, the Train2Game blog spoke with panellist Ed Stern, Lead Writer at London studio Splash Damge. In an in-depth interview, Ed discusses development of Brink, game design and game writing and offers advice to Train2Game students on how to get into the industry.

Part 2 focuses on narrative in games, what makes a good game designer and advice on how aspiring writers can get into the industry. It’s on the Train2Game blog, or alternatively you can read it on Train2Game’s Scribd page. Part 1 of our interview with Ed Stern is available here.

We’re here at BAFTA for the Games Writers Panel, the theme is ‘Putting the protagonists in the hands of player kills traditional narrative concepts,’ what are your views on that?

It’s really interesting because we’re so used to, as writers, we think about character a lot and we think about action a lot. But compared to prose or theatre, stage play or screenplay, we just have to empty out our tool kit almost completely. All we’ve t left is a hammer and when you’ve got a hammer everything looks like a nail!

It’s really hard, we’re giving up control to players most of the time. Basically, if it’s a cinematic, players resent it because they’re not in control. If the player is control you’ve given up all control of the pacing and meaning to the player, what happens if they just don’t want to look at the thing you’re claiming is important?

I think part of the answer is what Bernard Herrmann did with movie scores. He realised the symphonic form or the classical form, it needs too long to develop, you need to write in tiny little dramatic units that’ll work no matter how short the scene is. It’s kind of like that and you just get used to writing at postcard length, or Tweet length.

So what do you think makes a good game designer?

I don’t think there’s any one quality but I guess adaptability because your Plan A will never work out. It’s like they treat you at Sandhurst, no battle plan suffice contact with the enemy, battles only ever take place on the edge of maps, never  in towns you can’t pronounce. It’s kind of like that! It’s the art of the possible and there’s and old joke; you finish up the game with the team you should have started with and a month after it shipped you find out what it was about.

So you want people who are flexible enough to not get too up or too down about stuff, but still remain completely passionate and committed to it. I think it’s hard for people when they first join the industry as they can do the passion but they can’t do the pragmatic. Or you get people who are a bit too pragmatic and won’t stand up to fight their corner and be passionate about it and then accept the production decision when it’s made.  So as in all things, balance.

How did you get started in the games industry?

It was just dumb luck. I was working in TV production making TV about computer games, or out of computer games, and one of the guys we had as a consultant was setting up a studio and needed a part-time writer to do press releases and I just fell arse backwards into it…Which I realise isn’t a replicable step but there’s lots of stuff now as then.

There’s a huge mod scene, there’s lots of teams making games out of existing games using existing technology, changing the look and changing the meaning. No one is stopping anyone from making game; it’s just very hard to get paid for it. But when you’re in that initial phase there are certainly projects out that that need writers or need designers, it’s just whether anyone is going to pay you for that time.

But it’s always more important to finish something than to start something, that’s what we look for when we’re hiring, what people finish in their portfolio, not what they start then kind of get a bit bored with and give up on.

Carrying on from that, what advice would you give to a writer or designer looking to break into the industry?

Learn to code, learn Unity, learn Flash, be able to make a game. Because even if you’re not great a graphics or great at sound you’ll understand what the issues are. You know that game Game Dev Story? You want to have at least a couple of stats in the other disciplines. Even if you’re never going to be hired to do sound, have some idea what the issues are with sound. If you’re a writer have some idea what the graphic issues are so you don’t inadvertently end up writing a cheque that no one else can cash.

I think that’s a problem for people coming into the games industry from other industries, they just don’t realise some things are incredibly cheap. I mean in games it’s not that much more expensive to make a building fly through the air then it is to just sit there. By the time you’ve made it you might as well move it around.

But some things are incredibly expensive. Like facial animation; that’s ridiculously expensive and that’s something you get for free in theatres and movies.  Close-ups are incredibly hard for us; they’re way more expensive than any other shot. But then again by the time we’ve built a set we can fly the camera around for free, that’s cheap for us to do, we don’t need to hire a helicopter. So yes, have some awareness of the other disciplines and the relative costs, I think that’s the most useful thing.

Speaking of facial animation, do you believe games will get on a par with films and television? We saw it earlier this year with L.A. Noire but it takes a lot of time and effort right now.

Possibly, it always sounds like it’s just around the corner. Maybe it will be with enough computing power. Photorealism, it’s a blind alley; games are a million times more expensive to make than Tetris now, they’re not twice as much fun as Tetris. Games like Limbo, now that’s not a realistic art style but it’s a fantastically immersive one.

Project Zomboid is a very unpromising sounding game, it’s about a zombie invasion, surely that’s been done to death? They do amazing things with that premise, Will Porter, the writer does incredible work within four lines; I was totally, absolutely obsessed with the fate of those characters. Graphically that’s not enormously complex and it’s just text on screen but it’s enormously effective. Now that’s not expensive, but it’s bloody good writing and it’s really effective on the player. So maybe that’s a more effective way of doing it because it’s not as expensive, but it’s not trying to be movie and as a result you get playing immersion and dramatic involvement much cheaper that way.

Thanks for your time Ed.

No problem, thank you.

Leave your comments here on the Train2Game blog, or on the Train2Game forum. 

For more information, go to www.train2game.com

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Train2Game news: New Skyrim trailer offers behind the scenes insights

Train2Game students can get an exclusive look behind the scenes of Bethesda’s The Elder Scrolls V: Skyrim in an exclusive documentary that comes with the Collector’s Edition of the game.

However, those Train2Game students who won’t be able to get their hands on a collector’s edition of Skyrim can get a taste of the ‘Behind the Wall: The Making of Skyrim documentary’ in an extended trailer at the bottom of this Train2Game blog post.

The Bethesda team discuss various behind the scenes information about Skyrim, including the challenges of building such a huge open world title. Indeed, The Making of trailer reveals The Elder Scrolls V: Skyrim features no less than 315 places to explore, a number that includes all of the exterior locations and all of the dungeons.

All of these need to be massively detailed because “you don’t know what the player is going to do”

As previously reported by the Train2Game blog, the Skyrim Creation Kit will allow enthusiasts including Train2Game students to create their own content for what’s already a huge game.

The Elder Scrolls V: Skyrim, winner of the ‘One to Watch’ award at the Golden Joysticks, will be released for PC, Xbox 360 and PlayStation 3 on 11th November.

So Train2Game, does the prospect of a Making of documentary tempt you into purchasing The Elder Scrolls V: Skyrim Collector’s Edition? What feature of the game are you most interested in?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game news: Single player and MMO game design will converge says id Software Creative Director Tim Willits

 

Train2Game Game Designers will build games in which MMO elements form part of the single player narrative.

At least that’ll be the case if the predictions of id Software’s Creative Director Tim Willits come true. In an interview with MCV, he discussed the future of narrative in games and believes social aspects will become an integral part.

“Storytelling is key in open world games, and then just the sheer variety of things you can do.” He told the industry publication.

“We have games like Skyrim, where there’s just SO much you can do: you can develop your character the way you want, you can develop the game the way you want and play it the way you want, and that’s a great trend I hope will continue to grow”

“But it’s the social aspect of games which is hugely important” Willits stated.

“In the future, I believe we will have many more games where the choices that you make in your single player game will affect games that other people play. Yes, we have massively multiplayer games now, but they’re so connected and tied-in and you’ll have a much more social component to many bigger games.”

And when asked if single player and multiplayer MMOs could converge over time, the RAGE Creative Director said he believed they would.”

“Yes. Just think of Fallout” he said. “If you went off to do something and you’re playing through and you made one faction more powerful.”

“Maybe, when your buddy gets there that faction still is. That’d just be cool! If things that you did in your game affected the universe, where you’re not necessarily directly competing, but different people’s outcomes are affected by what you do.”

The Train2Game blog was fortunate enough to speak to Tim Willits at Gamescom last month, and in an in-depth interview he discussed how id Software developed the different aspects of RAGE.

Willits also revealed that he believes modding is an excellent way for Train2Game students to get into the games industry. Train2Game students would therefore be wise to get their hands on the RAGE SDK which as reported by the Train2Game blog will be available following the games release!

Do you agree with Willits? Will single player games include MMO elements? Is it something that you’d like to see? And how will it impact on game design?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: MCV]

Train2Game at Gamescom: Interview with RAGE Creative Director Tim Willits

 

Train2Game  attended Gamescom from 17th August to 21st August.  During our time in Cologne we were fortunate enough to get hands on time with RAGE and speak to Creative Director Tim Willits.  

During our interview he discussed the ideas, design and development process behind RAGE. Willits also reveals how he got into the industry through modding, and suggests Train2Game students should do the same if they want to follow in his footsteps.

Read the interview with RAGE Creative Director Tim Willits below, or listen to it on via Train2Game Radio.

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Fallout: New Vegas Dead Money DLC details revealed

Fallout: New Vegas Dead Money

Bethesda has released more details about their upcoming DLC for Fallout: New Vegas, Dead Money. The new information about the Fallout: New Vegas DLC, and the screenshot above, comes from the Bethesda Softworks newsletter.

Senior Designer Chris Avellone provided the details about Dead Money in a short but revealing interview:

Can you discuss the setting for Dead Money?
Dead Money is set in the Sierra Madre, an opulent and extravagant resort that was supposed to be the greatest casino in the west – except that it never opened. Bombs fell before the gala opening, and the Sierra Madre froze in time, its state of the art security system locking the place up tight. Nothing could get in, and none of the guests could escape. Years passed. The climate control and air conditioning system within the facility began to spit toxins into the surrounding city, causing a slow cloud and haze to form over the area – which proved lethal to anyone who tried to explore the city. Only a mysterious group called the Ghost People survived to call the city home, trapped inside what appeared to be hazmat suits and never speaking to their victims… only capturing them alive and dragging them away to the depths of the city deep within the Cloud.

And so the Sierra Madre faded from the history books, only occasionally being seen in posters across the wastes, until it took on mythic ghost story status… a supposed “City of Gold” in the Mojave Wasteland where all the treasures of the Old World were rumoured to be held. It was kept alive as a late-night saloon story by prospectors who’d claimed to have found maps leading there… and were willing to part with the “map” for a few caps. Or a drink. Or a warm place to sleep.

How will the player reach this area?
The Sierra Madre is a mythical place in the wastes, with travellers all risking their lives to find it. Only one man truly “found” it – and lived. After the fall of HELIOS One, Father Elijah of the Brotherhood of Steel set out to find new weapons to eradicate NCR. And in the process he found the Sierra Madre. The Courier is lured to the Sierra Madre by a faint radio broadcast advertising the gala grand opening.

From a gameplay standpoint, Dead Money is accessed by loading a save file from any point in Fallout: New Vegas prior to the endgame sequence, in the same way as Operation Anchorage, Point Lookout, The Pitt or Mothership Zeta were triggered in Fallout 3.

Can you share details on some of the new creatures/enemies players will encounter?
This being an extension of Fallout: New Vegas, players will encounter several unique characters, each with their own motivations, all of whom will have to work together if any of them are going to survive. Aside from just struggling with their would-be companions, the courier will also have to deal with the mysterious Ghost People as well as the casino’s substantial defence systems.

Sounds interesting, right?

Chris Avellone has previously given advice about breaking into the games industry in an interview with Planet Fallout. You can check out his tips here.

Dead Money is going to be the first in a number of DLC packs for Fallout New Vegas. Bethesda have previously announced that all DLC will be Xbox 360 exclusive, but then the DLC for Fallout 3 was originally exclusive to Microsoft so it could eventually come to the PlayStation 3 and PC.

Fallout: New Vegas has sold rather successfully, and topped the UK Charts when it was released at the end of October. It only dropped out of the top ten today following the entry of other big hitters including Call of Duty: Black Ops and Assassin’s Creed: Brotherhood.

Bethesda hopes that the DLC will increase the shelf life of Fallout: New Vegas.

The Dead Money DLC will be available on Xbox Live from December 21st for 800 Microsoft points

So Train2Game, what are your thoughts on the new details about the Dead Money DLC for Fallout: New Vegas? Do you think you’ll part with your cash for extra content? Or are you happy to finish Fallout: New Vegas without paying for DLC?

And does anyone else think that Ghost Person looks like one of the Combine Overwatch from Half Life 2?

You can leave your thoughts on the Dead Money DLC for Fallout: New Vegas here on the Train2Game blog, or on the Train2Game forum.

First Fallout: New Vegas DLC revealed

Bethesda has announced the first DLC pack for Fallout: New Vegas, and bad news PlayStation 3 and PC gamers, its Xbox 360 exclusive as the company announced previously.

The new content, titled Dead Money, has the following back-story:

“As the victim of a raw deal you must work alongside three other captured wastelanders to recover the legendary treasure of the Sierra Madre Casino. In Dead Money, your life hangs in the balance as you face new terrain, foes, and choices. It is up to you how you play your cards in the quest to survive.”

Given the open nature of Fallout: New Vegas ‘how you play your cards right’ could even mean ‘shoot those other wastelanders in the face.’

Of course, VP of PR and Marketing for Bethesda Softworks Peter Hines has spoken positively of the upcoming DLC for Fallout: New Vegas.

“We’re pleased to give fans a chance to expand their experience in Fallout: New Vegas this December with Dead Money.”

“The release of Dead Money illustrates our commitment to creating entertaining add-on content for players to enjoy in already massive games like Fallout: New Vegas.”

The Dead Money DLC will be available on Xbox Live from December 21st for 800 Microsoft points. It’s not yet know whether this Fallout: New Vegas DLC is purely exclusive to the Xbox 360, or will become available to other systems at a later date.

Fallout: New Vegas was released in October, received generally positive reviews and topped the UK games chart.  It’s still selling strongly, and remains inside the top ten this week. Fallout: New Vegas has also seen a large number of bugs and has been patched since release.

So Train2Game, what are your thoughts on the Dead Money DLC? If you played Fallout: New Vegas on an Xbox 360, will you buy it? Or are you content to explore the Mojave wastes without paying extra money? Maybe you’re already done with New Vegas? And  PlayStation 3 and PC owners, how do you feel about Bethesda’s decision to make Fallout: New Vegas DLC Xbox 360 exclusive?

You can leave your thoughts about the Dead Money DLC for Fallout: New Vegas here on the Train2Game blog, or on the Train2Game forum.

UK Chart: Fallout: New Vegas goes top

Fallout: New Vegas

Fallout: New Vegas has won big in its first week on release and topped the GFK Chart-Track All Formats Chart. It seems the gaming public haven’t been dissuaded by reports of Fallout: New Vegas being rather on the buggy side. In fact, Fallout: New Vegas has sold more in its first week than previous title Fallout 3 did, thus giving publisher Bethesda a new most successful debut week game.

The success of Fallout: New Vegas means that Medal of Honor is pushed down to second after claiming first place last week. FIFA 11 also drops down one to third place, after previously holding top spot before being kicked into touch by Medal of Honor last week.

There’s another new entry in the top ten, with Nintendo DS puzzler Professor Layton and the Lost Future selling strongly and taking fourth place, while Just Dance 2 drops from third to fifth spot.  Nintendo titles claim sixth and seventh spots, with Wii Party having dropped two places from fourth, while Wii Sports Resort jumps seven places up the chart and re-enters the top ten.

Former pole sitter F1 2010 continues to stay in the points paying positions, despite dropping two places to eighth. Ninth and tenth spots are occupied by Pro Evolution Soccer and Dead Rising 2 which dropped from fifth and seventh respectively.  Halo: Reach drops out of the top ten into 11th spot.

In disappointing news for SEGA, their shooter Vanquish failed to break the top ten, entering the UK software chart in 12th place. However, Vanquish fared better than EA Sports MMA and DJ Hero 2 which both failed to make the top twenty in their first weeks. EA Sports MMA entered the chart in 23rd while DJ Hero 2 took 25th position.

The full UKIE GfK Chart-Track All Formats Top Ten for the week ending October 23rd is as follows:

1. Fallout: New Vegas (Bethesda)
2. Medal of Honor (EA)
3. FIFA 11 (EA)
4. Professor Layton and the Lost Future (Nintendo)
5. Just Dance 2 (Ubisoft)
6. Wii Party (Nintendo)
7. Wii Sports Resort (Nintendo)
8. F1 2010 (Codemasters)
9. PES 2011 (Konami)
10. Dead Rising 2 (Capcom)

So Train2Game, have you bought any of this weeks new entries? If so, what are your thoughts on Fallout: New Vegas, Professor Layton and the Lost Future, EA Sports MMA or DJ Hero 2?

Will Fallout: New Vegas hold onto top spot next week? Or could Fable III, Star Wars: The Force Unleashed II or WWE Smackdown vs Raw 2011 knock Fallout: New Vegas down?

Expect a full review of WWE Smackdown vs Raw 2011 here on the Train2Game blog this Wednesday!

As usual, leave your thoughts here on the Train2Game blog, or on the Train2Game forum.

Fallout: New Vegas ‘The Characters’ dev diary

Fallout: New Vegas

Bethesda has released one final Fallout: New Vegas developer diary. ‘The Characters’ takes a look at the celebrity cast of Fallout: New Vegas.  The game is released in the United States today, while we in Europe unfortunately have to wait until Friday.

In this sixth and final diary, developers Obsidian Entertainment discuss a bit about how they went about casting characters for Fallout: New Vegas. The developers mention how the Fallout series has always had “fun people acting in it” and how they went from character to character deciding whose voice would fit the character best.

Naturally, Ron Pearlman returns in Fallout: New Vegas to reprise his role as The Narrator, and the video shows us some other star names voicing characters in the game. The most recognisable here in the UK is most probably Matthew Perry of Friends fame. He voices villainous character Benny. Other stars in the video include Wayne Newton, William Sadler, and Kris Kristofferson.

The developers of Fallout: New Vegas also discuss how they want the player to feel as if each character is an individual, and it sounds like they’ve made efforts to make sure this is the case.

You can watch Fallout: New Vegas developer diary #6 – The Characters below.

There are five other Fallout: New Vegas developer diaries from Obsidian. They cover The Story, the Tech & Sound, the Art Direction, the Factions, and The New Vegas Strip.

Fallout: New Vegas reviews are coming in thick and fast and are generally very positive. VG247 provide a round up of the scores so far.

So Train2Game, how important do you think the cast of a video game is? And what are your thoughts on the Fallout: New Vegas review scores so far?

As usual, leave your thoughts here on the Train2Game blog, or on the Train2Game forum.

Bethesda announce Xbox 360 exclusive DLC for Fallout: New Vegas

Fallout New Vegas DLC

Fallout: New Vegas publisher Bethesda has announced that the game will be getting DLC before Christmas, and that it’ll be exclusive to the Xbox 360. At this stage, we have no idea what the DLC for Fallout: New Vegas will involve.

“We’re excited to continue the partnership between Bethesda and Microsoft, and build on the success of the game add-ons released for Fallout 3 on Xbox Live,” said Bethesda’s VP of marketing and PR Pete Hines.

“Fans will once again be able to continue their experience in the Fallout universe with the add-on packs planned for after the launch of the game.”

Microsoft product marketing manager Matt Barlow added: “Bethesda set a high bar with the quality of the Fallout game add-ons.

“We have no doubt that gamers will be thrilled with seeing a new add-on pack extend their adventures with Fallout: New Vegas on Xbox 360 and Xbox Live.”

The announcement of Xbox 360 exclusive DLC for Fallout: New Vegas mirrors a similar scheme for Fallout 3. On the plus side for those planning to buy Fallout: New Vegas on other systems, the Fallout 3 DLC was later released on the PC and PlayStation 3.

The DLC isn’t the only exclusive on offer for Fallout: New Vegas. Different retailers are offering different pre-order bonuses in order to try and encourage you to give them your hard earned cash.

Fallout: New Vegas is released in the UK on Friday for Xbox 360, PlayStation 3, and PC.

So Train2Game, what are your thoughts on the so-called console exclusive DLC? Do you think it’s a good move by Bethesda, or is it unfair to give one specific console exclusive content? Do you think that this will be a timed exclusive as with the Fallout 3 DLC?

And what do you think about DLC being announced for Fallout: New Vegas before the game has even been released?

You can leave your thoughts about Fallout: New Vegas and DLC here on the Train2Game blog, or over on the Train2Game forum.

Fallout: New Vegas senior designer gives advice on breaking into the games industry

Fallout: New Vegas

Fallout: New Vegas is released October 22

Fallout: New Vegas is probably one of the most anticipated games of the year, and naturally many of us are excited about the game from Obsidian. Chris Avellone is a Senior Designer working on Fallout: New Vegas, and he recently spoke to Planet Fallout about the latest instalment of the post-apocalyptic RPG which is released next month.

Naturally, we’re all very interested in Fallout: New Vegas, but Chris Avellone starts the interview talking about how he got into the games industry. Train2Game students feast your eyes on what he says below, because it could be very useful to your future career!

“I got into the industry through pen-and-paper gaming, notably Champions, where Bruce Harlick gave me my first shot at doing a published product. Writing for pen and paper games doesn’t really pay the bills, though, and the pay scale ended up being about 50 dollars every two months, which you can’t live on.

Then I heard a company called Interplay Productions were starting up their own Dungeons and Dragons division, and they asked if I wanted to come on board as a junior designer. My first reaction was, “you mean there’s a steady pay check for what I do?”, so I said sure, I’ll drive to California.

I met with the division director of Dragonplay (Mark O’ Green), he asked if I had any ideas for a Planescape RPG, I told him I’d start in the mortuary after the player died and the game would go from there. He hired me. Ever since, I’ve been working in design all the way up, out of Interplay and into my current job at Obsidian.

Advice for getting into the industry? That’s a long one, but here goes: One, always be persistent in applying – even if you get rejected from one game company once. Keep applying; get to know the people there. Generally what happens at game companies is they find themselves in crunch or badly needing employees at a certain time and then they will go back to the resumes and look for someone urgently. Those battlefield promotions can get you into the industry pretty fast. Also when applying at a game company, always choose the game company that you actually want to work for.

I know some people think “I need to start in a crap designer job” or making My Little Pony or whatever before I can get into the job I really want to do. My recommendation is apply to the places you want to work at first don’t worry about the consequences or requirements. A good cover letter and a good resume can sell an applicant who thinks they may not meet all the requirements.

When hiring at Obsidian, we look for people that did a lot of game building on their off duty time, if they’re members of mod communities, or have actually gone through the process of making a game – they’re able to answer questions and understand how the whole process works, more so than applicants that are more geared towards theory. It’s one of the reasons we hired Jorge Salgado (Oscuro’s Oblivion mod fame), and we’re glad we did.”

Of course, Avellone goes into plenty of detail about Fallout: New Vegas, and if you’re interested you can read about it over at Planet Fallout. Alternatively, you can watch the first part of the Fallout: New  Vegas developer diaries. Fallout: New Vegas is released in Europe on October 22nd for the PlayStation 3, Xbox 360 and PC.

Can’t wait that long to get your hands on Fallout: New Vegas? A playable version will be available at the Eurogamer expo from October 1st and 3rd.

Train2Game will also be at Eurogamer, and will be giving away the new PlayStation Move controller with a PlayStation 3 320GB slim. To enter the prize draw pick up a entry form at Stand 12 in the Career fair. We look forward to seeing you there.

What are your thoughts about the advice from the Fallout: New Vegas senior designer? Do you find it helpful? And what feature about Fallout: New Vegas are you looking forward to the most?

Leave your thoughts here on the Train2Game blog, or on the Train2Game forum.