Hold On There Spunky
According to the Writers Guild of America website, they're going to be offering a Videogame Writing Award. So far so good. Writing in videogames really stinks, and I mean really bad, so having such an swanky group offer such a swanky award for good swanky writing gets a big Grumpy thumbs-up.
Of course, if that's all there was, you wouldn't be reading about it here.
My first thought when I heard about the award was: I hope they get some qualified people to judge this, you know, people from the game industry that know what good videogame writing is.
But the real problem lies here:
- All submissions must be made in the name of the credited writer(s), and not the game itself. Scripts may also be submitted by the developer/publisher of the game, or by writer representatives, i.e., agents, managers and publicists.
- At the time the script is submitted, the credited writer(s) of the game must be, or apply to become, a member of the WGA's New Media Caucus.
It's the word script. You can't judge good videogame writing by reading a script. Videogames are interactive and fluid, the story flows and moves based on what the player is doing, and a good videogame writer knows this and can craft strange little snippets of dialog, that when woven back together based on player interaction just work like gangbusters. This is an art. It is the true art of game writing. This is what needs to be awarded, and to do that, you need to play the game.
I fear this award will just end up being a Best Non-Interactive Videogame Cut-scene Writing Award and there are already too many of those in games.
Your Comment:

Other people's comments:
Posted by Someone on Oct 3, 2007 five to two pm
Soldier 1: Many people have tried to tell me this before, but it never works.
Sylus: You sure about that?
Soldier 2: We'll need to see your pass.
Sylus: Oh, I think I'll "pass" on your offer. Alex, if you wouldn't mind.
Alex: Fine. *jams pass into soldier 1's throat*
Soldier 2: ?!
Sylus: Access Denied!! *slams soldier 2 into his plasma 4 12-gauge double photon recharge gun*
Sylus: Time to find the golden egg, Alex!
Alex: Fine. *removes pass from soldier 1's throat* *opens door*
Posted by Rafu on Oct 3, 2007 two pm
Posted by Kroms on Oct 3, 2007 five past two pm
But you're talking about advancing the story...like when the girl pulls back the boy from the deathly hallway, he realises that she does care or whatever (again, simple example). Am I right or am I missing out on something?
Posted by Auz on Oct 3, 2007 quarter past two pm
Posted by Ron Gilbert on Oct 3, 2007 twenty past two pm
Posted by Dave on Oct 3, 2007 half past two pm
Posted by Ron Gilbert on Oct 3, 2007 twenty five to three pm
Posted by Kroms on Oct 3, 2007 quarter to ten pm
But I wonder ... I mean gamers will usually just screw around. If they survive the encounter with the dragon, and the heroine runs up to them (this is all gameplay) and says "You did it!," a good chunk of the gaming population will slash at her. Hmm. It's an interesting thought Ron, but the design has to be smart enough so that the player will always do what the designer wants him to, like in (your words) Call of Duty or something.
It's worth thinking about. On a simple level I guess it works fine, like the "Watch-out idea," but it might collapse on an epic level, unless done exceptionally well, and just the first time the gamer plays.
Posted by Dave on Mar 1, 2008 ten to two pm
Posted by Mac on Oct 3, 2007 twenty five past two pm
Having said.. I really haven't seen good writing in video games come to think of it.. But personally if I were to pick out one, I'd say the localization team for INTELLIGENT SYSTEMS (Paper Mario, Advance Wars) does an amazing job. :)
Posted by gonçalo on Oct 3, 2007 quarter to three pm
Posted by pJ on Oct 3, 2007 five past five pm
I'll have to look into this.
pJ
Posted by Ninomojo on Oct 3, 2007 twenty five past six pm
I live in France and I can confirm that Nintendo are very careful about who translate their games, here too the localizations for the Paper Mario series are HILARIOUS and very well done (but so are all Nintendo games translations here). The localization in Super Paper Mario is excellent and the translator managed to adapt some stuff to french pop-culture very well. There's even a reference to the old Megadrive french commercials! (which bended my mind just to think of it:))
Posted by Marchudichu on Oct 3, 2007 five to nine pm
From the last savegame, to the end, there are 20 minutes of cutscense and all the playing you get is running forward for like 7 secs.
Amazing movie, sadly not such a good GA.
Good luck on that anyway, it would be great if you recieved a prize, whatever it is.
Maybe it would cheer you up into doing MI V? (hint hint) lol, j/k
Btw, why do you say writing videogames is such a blowoff? I wanna do that for living. I dream of taking The Dig to the next level.
Posted by Edmundo on Oct 3, 2007 quarter to ten pm
I wonder how they would judge something like Façade. I once got the chance to ask Michael Mateas, one of the creators of the interactive drama, if they had any writers on board, and he said that it was pretty difficult for writers to understand what they were doing, so he and Andrew Stern ended up writing it all after some failed tries with writers. So how do you turn in something that is mostly unstructured that relies on code to be understood, then? Also, it could be debated whether this interactive thing can be called a Video Game.
Posted by Mac on Oct 3, 2007 ten pm
Do they just look for people with experience from Hollywood? I mean sooner or later they will know that it's quite different compared to films.. Well VERY different! :(
Posted by Chris on Oct 4, 2007 five past five am
Game Writing awards suffer from a number of problems, but one of them is that no-one is in a position to review all the relevant material. With commercial games running at 40 hours or so and sometimes longer, and requiring high game literacy to play, who are you going to find with both the time and the skills to review all the submissions?
While I agree that assessing the scripts is not going to be a fair evaluation (I think about my RPGs and adventure games and wonder who on a panel would be able to interpret such a script!), it is at least plausible. I don't believe the WGA could attempt anything else.
And compare other writing awards. The Game Developer's Choice award devolves into rewarding already successful games, because people vote for the games they love and do not really assess the narrative content at all.
I don't have a solution - if I did, I would push it through the Game Writers SIG - but I do recognise that there is a problem.
One thing that I would like to see added, though, is a Game Writing award for games developed on a budget of less than $100,000 (or some similar criteria).
Anyway, enough rambling. :)
Best wishes!
Posted by The_Raven on Oct 4, 2007 twenty five past three pm
Posted by Deborah Todd on Oct 4, 2007 twenty five to eleven pm
Posted by The_Raven on Oct 5, 2007 twenty five past seven am
The other thing that caught my attention was the writer's guild membership requirement. Why does this strike me as more of a marketing ploy than a true celebration of good game writing?
P.S. I'm not a writer of any sort, nor do I claim to be. Hell, I'm not even an english major.
Posted by John Williams on Oct 5, 2007 ten past six am
However, surely, if your starting point is a classy, well written document which shows some geniune originality you must have a better chance of ending up with a classy, well written game which shows some originality?
Posted by Ninomojo on Oct 5, 2007 twenty five past four pm
"You lose"
- Street Fighter 2
@Deborah, for a professional writer, maybe you could use more of that "line break" thing so you can be read by others more easily:))
Posted by Deborah Todd on Oct 6, 2007 quarter past two am
Awe, come on.
Then you wouldn't have anything to complain about! ;)
Posted by organism on Oct 6, 2007 quarter to eight am
Are there games with stories that are good to read all by themselves? I don't think so, and if so, such games would be very few.
Posted by tburke on Oct 7, 2007 twenty five past ten pm
Which is where the objection really comes from. To truly honor the writing in video games requires that you appreciate the medium. That starts when you appreciate interactivity, and with it non-linearity. The mark of truly great writing will always be that it gracefully handles whatever order of events the user chooses.
I suppose it's a start, though. Hopefully they'll at least allow multiple scripts to be submitted, as many games allow multiple mutually-exclusive paths (in particular, I'm thinking of Indiana Jones and the Fate of Atlantis). Then later, when a game comes along that would need hundreds of scripts to be properly judged, they'll realize they need to rework things.
Posted by Johnny W on Oct 7, 2007 twenty five past three pm
Posted by Sven on Oct 8, 2007 half past three am
I like that guy.
Posted by Someone on Oct 8, 2007 five to four am
Posted by Thomas on Oct 8, 2007 twenty to seven am
Posted by Thomas on Oct 8, 2007 quarter to seven am
Posted by Agent 5 on Oct 8, 2007 nine pm
Well, you know, a guy can dream.
Posted by Maratanos on Oct 10, 2007 half past nine am
Whoa, that's pretty bad.
Posted by Asado on Oct 10, 2007 quarter to six pm
Is this possible that this day is in two more days?
Posted by Ian on Oct 11, 2007 eight am
Posted by Ori Porat on Oct 16, 2007 twenty to three pm
Posted by Ron Gilbert on Oct 16, 2007 three pm
Also, what does the script for a game look like? The scripts for my games are a huge mess of dialog strung together by lines, arrows and conditional node notation. If I submitted my "script" to the WGA, they wouldn't even know how to begin to understand it, which brings me back to my other point.
The only scripts that will win are the boring linear ones that tend to look like movies scripts. These are NOT examples of interactive writing and should not be given awards.
Let me say that again...a non-interactive cut-scene should not be given an award for best game writing. Game writing is about interaction and how the writer manages to weave it all together. Please explain how a "script" is going to convey that? It can't. Playing the game can.
I'm sorry, but if they can't even take the time to play our games and understand our art form, then I have no need for their award.
Posted by Steve Ince on Oct 22, 2007 twenty past noon
Right on!
Now I may be very cynical, but I saw on a gaming news site that MS made 300 million in the first week of selling Halo 3. Two days later I saw this announcement from the WGA. Now it's most likely coincidence (I'm pretty sure), but part of me wondered if someone thought, "There's serious money in them game thingies."
Posted by Ron Gilbert on Oct 22, 2007 twenty past noon
Posted by Steve Ince on Oct 22, 2007 ten to midnight
Posted by Peter Silk on Oct 25, 2007 ten past two pm
I don't mind cinematic styles of storytelling in games - it can work. But the main problem is that films do that better.
Games have an opportunity to tell stories in ways that other media can't, and I think the words: 'Videogames are interactive and fluid, the story flows and moves based on what the player is doing, and a good videogame writer knows this and can craft strange little snippets of dialog, that when woven back together based on player interaction just work like gangbusters. This is an art. It is the true art of game writing. This is what needs to be awarded, and to do that, you need to play the game.'
The recent best example of this that I can think of is Valve's excellent Portal.
Posted by Jason on Nov 9, 2007 nine am