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July 25, 2011 10:31 PM   Subscribe

Writing for games.

I've been thinking lately that it might be fun to try my hand at a little game-writing. As in, not programming, but actual script and story components. Naturally I don't expect to be paid for this probably ever, so it would make sense to start off with writing for open source/freeware/indie games.

I've done a little research and found that the general gist is writing for games of the scale I'm considering is generally done by the developers, because they enjoy it and it's a good breather.

So, I guess I'm asking: any game writers here? Share your stories, how you got into the business, whatever you like. And secondly, where should I be concentrating my search for a little on-the-side, unpaid game writing project?
posted by tumid dahlia to Sports, Hobbies, & Recreation (17 answers total) 19 users marked this as a favorite
 
Back when Bioware was a smaller company, they had Writing jobs listed on their website with what they wanted to see (examples o previously published writing or an example scenario, previous experience in fantasy and D&D preferred ) So maybe check out the websites o smaller indie developers? I got a few design digs just by searching or the right person to e-mail and sending a friendly "hi here is a link to my work, this is what I've done in the past, I think I'd be a good it yadda yadda"

I have gotten game writing gigs but it was all from hanging out with people who design games and moaning about not having a job. Some of my really early unpaid stuff came out of the modding communities and offering to help projects I really liked. I suspect it might be more formalized now, but I know o a lot o game people who landed positions from being positively active in fandoms.
posted by The Whelk at 10:47 PM on July 25, 2011 [2 favorites]


I'm going to give the same basic advice I gave in a previous question.

Getting into the games industry is difficult, and game writing is pretty niche. So you should mostly focus on very small developers and brand new studios. It will also help considerably if you have another skill set you can bring to the party (art, sound, programming, etc), if you know someone in the industry already, or if you live in an area with a lot of game developers (My knowledge of the Australian games industry is poor).

You should start by putting together a portfolio. Think about what you would need in a game specifically. Try designing a whole quest line, for example. Not just "Go here and kill X", but a series of interlinked objectives, with story reasons, and conversation trees, and the works. Then shop that around a bit and see how it goes. Good luck.
posted by tau_ceti at 11:28 PM on July 25, 2011 [1 favorite]


Seconding getting in touch with mod developers.
posted by alby at 12:20 AM on July 26, 2011


Response by poster: I was thinking about putting some sidequests together, it just felt like the wrong approach without having a context (like, what kind of game are we talking about?), but you're right that the most important thing is the ability to do it, rather than what it's being done for.
posted by tumid dahlia at 12:33 AM on July 26, 2011


Mods are definitely the way to go if you're thinking of an on-the-side, unpaid game writing project. With some games you can come up with entire scenarios with stories and conversations and everything.
posted by Xany at 12:44 AM on July 26, 2011


Thirding the mod suggestion-- there are plenty of us who mod for Oblivion, Morrowind, and other Bethesda games.

Some modders stay small, adding a single quest; but a German group did a complete overhaul of the entire Oblivion game (called Nehrim-- it's an amazing piece of work).

By modding, you get the context, and the experience, and at least one modder has been hired by a gaming company on the basis of the skills they developed in the process.
posted by ElaineMc at 5:07 AM on July 26, 2011 [1 favorite]


Look at text-based multiplayer games (MUDs and MUSHs). The barrier to entry is a lot lower there because you don't need graphical assets to go along with your storyline. The writer does more of the work and you only need a technical person to do a little bit. I played one of the larger MUDs and volunteers were drawn from the community on a semi-regular basis, but this does require playing the game for a while so that people know you. (On the other hand, if you really like to write then you might enjoy just that.)

Another alternative is to download an open source MUD server and run your own. I'm not sure what's hot right now, but there should be one or two which require very little technical knowledge to set up. You would need to do the scripting (coding) for your story lines yourself, but if you keep to basic actions (give an item, take an item, wait a while, etc.) and put most of the work into the descriptions then it shouldn't be hard. The one thing here is that your audience is going to be small...basically you and whatever friends you can con into logging on to your game. I've done this with friends where we all write and it's fun for a while but we've always ended up switching back to larger, public games.
posted by anaelith at 5:37 AM on July 26, 2011 [1 favorite]


Best answer: Learn Inform.

I've spent some time poking around at games industry jobs (primarily as a writer, though I can also code) and what I've heard many times is that people want to see a portfolio with games in it. It doesn't really matter what kind of game or how big of a project it is, but they want to see your skills showcased in the context of a game and they want to see that you can bring something to completion.

So write a few interactive fictions. It's rewarding in its own right, and it will teach you the sort of skills you need to go from writing a linear narrative to writing an interactive story.

Neverwinter Nights is another good way to build a portfolio. If you haven't heard of the game, it's an RPG that shipped with a staggeringly complete modding package built in (arguably, the modding package was the product and the game itself just a bonus). It takes a little bit to learn to use the software but, once you do, it becomes entirely feasible for someone with no programming experience to create an entire game in it. Last time I checked, BioWare (who are known for insisting on hiring actual writers for their games) still required that anyone applying for a writing job include a Neverwinter Nights module in their application.
posted by 256 at 5:37 AM on July 26, 2011 [7 favorites]


Best answer: There is an entire IGDA writers SIG for people who write for games. The email list just started another iteration of the old "how to break into games writing" chestnut, too, so you're just in time.

The stock answer is to play a lot of games to learn about good and bad narrative design (play a lot of Bioware games, Shadow of the Colossus, etc.) and build some portfolio pieces in Neverwinter Nights, per 256.

But if your goal is to have a hobby and not a career, then I'd encourage you to find the indie game dev community in your area and become a part of it. Probably the quickest way to find collaborators. Look closely on Meetup, especially for game jams or hack days.

Or if you would like to do narrative-heavy games on your own, Inform is a good choice to learn. Also look into ChoiceScript, though, a pretty successful platform for creating something like a choose-your-own-adventure novel, and Varytale is something else to keep an eye on -- a platform from the team who brought us Echo Bazaar.
posted by Andrhia at 6:27 AM on July 26, 2011 [4 favorites]


>Naturally I don't expect to be paid for this probably ever

That is not the way I recommend approaching this. Gaming companies pay writers. If you learn the skills, why on earth shouldn't you be paid?
posted by cyndigo at 9:59 AM on July 26, 2011 [1 favorite]


I would also say to look at, in particular, casual/mobile developers: there are a lot of them, they often need writers, and aren't in a position to expect (or are necessarily interested in paying for) a guy who's already published a few novels on his own. The one caveat with that, though, is that like with most writing gigs, if you're serious, you don't get to be picky: you might love to write dialog for the next great RPG, but until you establish your bona fides writing character bios for Petz Walking Mama IV for the iPhone, you basically have no way to demonstrate you can do that sort of thing.
posted by Amanojaku at 2:04 PM on July 26, 2011


Was there no interactive fiction contest this year? April-May 2010, so I suppose not. boo! someone should something something.
posted by Prince_of_Cups at 4:02 PM on July 26, 2011


Response by poster: Inform 7 looks really neat, but then I found a thing called TADS 2/3. Thoughts?
posted by tumid dahlia at 6:42 PM on July 26, 2011


I've had a few friends move down to the Bay Area for writing and designing games - they have a background primarily in game design, small published indie-rpgs before hand.

If you're looking more for the writing side, and not the design side, I'd also recommend looking into Interactive Fiction, MUDs, MUSHs, etc, and possibly tabletop rpg adventure design if you're into that.
posted by yeloson at 12:45 PM on July 27, 2011


I can't tell you much of anything about TADS, sorry. Inform is generally considered the standard for interactive fiction, but if you dig a little deeper (as you already have) there are actually tons of platforms out there. So long as you're comfortable working with the tool and the outcome will be accessible to whoever your intended audience is, there's not really a wrong choice.
posted by Andrhia at 8:45 PM on July 27, 2011


Response by poster: Well, I'm going to take a crack at Inform 7 over the weekend, I've already got a game pretty much fleshed-out, it's just a matter of translating it from scribbles in my notebook to something on the screen. Good luck, me! Thanks for all the answers guys.
posted by tumid dahlia at 8:53 PM on July 28, 2011


Response by poster: Inform 7 work-in-progress - The Island Of The Nightmare Maggots - now at Projects. Feedback appreciated!
posted by tumid dahlia at 8:10 PM on July 30, 2011


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