Bioshock Creator Addresses Game Storytelling Issues
Video game storytelling has come a long way, but there's still a ways to go.
Bioshock creator Ken Levine has been writing for a while; he started his career as a screenwriter. And he says one of the biggest mistakes developers make involving scene creation is as follows- they just hand out way too much information.
This is what Levine told Digital Spy:
"People tend to overdo it with their story and not strip it down to the bare minimum. There is a rule that you start the scene as late as possible.
When two people are going to discuss their divorce, you don't start with them waiting outside, going inside, picking up their menus - you come in at the last possible moment while also giving all the information required in the scene, and then you end it as soon as you can."
Levine added that too many cut-scenes simply involve too much talking. Now, bear in mind that he's not saying we require more action and less dialogue; he's talking about conveying necessary information to the viewer. For those who are aspiring writers, you should know that you should always "show" and not "tell." Here's a quick example:
"Catherine sat and stewed. She was upset and angry; she felt like getting revenge on the world."
"Catherine sat, staring at a magazine without reading. The magazine was on the verge of ripping; she clutched it with whitened knuckles."
You can see the difference. And I have noticed that we have too much obvious information in cut-scenes that are basically "telling;" that information can be shown to us in an artful way, as all good writers do. We have made great strides but for the most part, most non-interactive cut-scenes in gaming are amateurish by book and film standards.
Tags: ken levine, bioshock, irrational games, game stories
11/21/2011 8:59:37 PM Ben Dutka
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Comments (18 posts)
WorldEndsWithMe
Monday, November 21, 2011 @ 10:03:00 PM
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They spell out every last thing so that the asshats can grasp what is going on and the intelligent people are left rolling their eyes. If you just let the audience figure some things out themselves you'll have a better narrative and less ridiculous dialogue.
Beamboom
Tuesday, November 22, 2011 @ 5:35:50 AM
Gordo
Wednesday, November 23, 2011 @ 2:58:33 AM
I rarely watch TV nowadays, especially the commercial channels. That is dumbed down to the nth degree.
There is a lot of quality around mind you. I've enjoyed Rome, True Blood and Dexter over the years for example.
TV seems to have taken a good share off of the movies. Video games are doing the same.
Good writing will shine through regardless!
Warrior Poet
Monday, November 21, 2011 @ 10:16:03 PM
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I think Nintendo is really good at showing instead of telling their stories. Sure, they're archetypal and all that, but their pacing and delivery is perfect. Especially Miyamoto. Super Metroid and A Link To The Past are two of the best examples I can think of - games that tell stories as games, not as movies or dialogue. And if you've never played either of those...well...shame on you :P
So the art is already there. It's just not being adopted very much.
WorldEndsWithMe
Monday, November 21, 2011 @ 10:28:08 PM
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___________
Tuesday, November 22, 2011 @ 1:53:44 AM
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exactly why i so cant wait for infinite!
the combat in bioshock has never been anything really special, but the story has more then made up for it.
just goes to show how important a good story is, and how much it can save a game.
as ive said a billion times a game that looks like avatar is not going to keep bringing you back.
a game with a fantastic thought provoking story on the other hand definitely will.
Lairfan
Tuesday, November 29, 2011 @ 9:13:48 PM
karneli lll
Tuesday, November 22, 2011 @ 2:18:32 AM
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WorldEndsWithMe
Tuesday, November 22, 2011 @ 2:53:55 PM
Excelsior1
Tuesday, November 22, 2011 @ 6:32:25 AM
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BikerSaint
Tuesday, November 22, 2011 @ 12:41:20 PM
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Bioshock Infinite









BikerSaint
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Monday, November 21, 2011 @ 9:48:11 PM