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Variety article on screenwriters in gaming

post #1 of 9
Thread Starter 
Not entirely accurate, but interesting (and oh so objective -- particularly how videogames are "disarmingly geeky"). Of course, now this year's E3 will probably be lousy with screenwriters, agents and development people.

From <a href="http://www.variety.com" target="_blank">Variety</a> , of course.

The new game in town
Vidgame boom lures top writers and filmmakers


Bruce Feirstein, who helped pen three James Bond pics for MGM, is about to send 007 on another mission, with the secret agent once again using gadgets and his Aston Martin to battle baddies.
But this time, it won't be for a movie. It'll be for a videogame.

With games increasingly resembling big-budget pics and its creators hitting a technological ceiling when it comes to graphics, the quirky and disarmingly geeky $10.3 billion vidgame industry is paying more attention to well-crafted characters and plots to make games more marketable.

And major vidgame publishers -- including Electronic Arts, Activision, Ubi Soft and Infogrames -- are tapping into a growing group of Hollywood screenwriters, directors, actors and producers to create titles based on movies or TV shows, as well as new franchises.

Unlike Hollywood's development hell, the process of working on a game usually means the project will be produced -- and quickly. Game publishers are known for self-financing titles and being in the business to take risks on projects.
"In the game business, when you say you're going into development on Monday, 'development' means you're actually making stuff," says Keith Boesky, former prexy of vidgame publisher Eidos who now runs ICM's vidgame division. "But the word 'development' in the film business only means you're talking about it."

Creating a game is collaborative. Though scribes have few execs to deal with, they work closely with a game's team of developers and designers.

Due to the language barriers of the two industries, companies are still trying to test the waters when it comes to enlisting Hollywood talent -- with some studios like EA entrusting more than others.

The publishing giant, the biggest in the biz, is readying a 500-person studio in Los Angeles to court Hollywood talent, including writers, set designers, production designers, lighting specialists and animators to create games.

"It's really in the hands of the creative talent more than the engineers. Stories in videogames used to be incredibly cheesy. There's a bunch of people in the film industry who understand how to create great worlds, great characters."

Strong relationships are being formed, especially as Hollywood heavyweights turn to games as a creative outlet and way to further expand fan involvement in franchise properties. The vidgame biz is no longer performing under Hollywood's radar, but is becoming a billion-dollar venture commanding respect.

Top-quality games are increasingly resembling big-budget film projects, with the equivalent of negative costs averaging $5 million and occasionally topping $50 million when advertising, duplication and other costs are included.

That money pays for not only the game's mechanics, but licensed songs from major music acts, as well as high-end cinematic CG action sequences.

Steven Spielberg helped develop EA's "Saving Private Ryan"-influenced WWII game franchise "Medal of Honor." John Woo and Vin Diesel each are starting vidgame development studios.

Games have even become a lucrative enough avenue that CAA and ICM have launched separate vidgame divisions. (At other agencies, a scribe's vidgame deals are handled by his lit agent.)

And the money can be pretty good. In some projects, it's what one exec producer called "supplementary" to other income streams. But writers can earn $10,000 to seven figures. Backend deals are also a possibility.

Games aren't for everyone. A writer accustomed to making $2 million to $4 million for a film script won't collect that kind of cash for a game. That's why some developers say TV writers are more appropriate for games: They're used to working fast and aren't stunned by smaller paychecks.

And while a screenwriter for a film gets paid in two installments -- on commencement and on delivery of a script -- it's not unusual for a vidgame scribe to be paid in as much as 13 installments.

"Most in Hollywood don't know much about games," O'Keefe says. "It's retarded Hollywood's appreciation of the creative and financial possibilities of the game business."

"I get a lot of calls from other writers saying, 'Hey, tell me about games,' " Dille says. "There are two kinds: Some who think games are cool, and some who think this will be easy."

They may be cool, but they're not easy.

Agents also warn clients that games have long put an emphasis on design and graphics over plot and character.

"Games really force you to think things through and do stuff you never have to do in writing a movie," Dille says. "There's a level of detail, down to such minutiae as the location of buttons on the screen."

Games are also not about ego.

"There are a lot of writers and directors coming in right now and want to try to learn something about games," says American McGee, a game designer ("Quake," "Doom") and musician who now is creative director of game and movie developer Carbon Six. "But it's important they don't come in and say 'I'm king of my domain. Now I'm going to be king of this domain.' "

In the past, most scribes have been hired to polish dialog that will appear during brief cinematic sequences in between game play or flesh out characters. The time commitment varies from a few weeks on a project to being on-call during a typical game's 18-month production cycle.

That's changing. More and more are being brought in to work with designers on an idea from scratch, mapping out a game's entire plot -- which can range from 100 pages to 1,000-page tomes with lengthy summaries in game design bibles.

The mere phrase "script consultation" can mean different things in the two businesses.

In the movie biz, it's the sort of thing that instantly gets the Writers Guild of America involved, because issues like screen credits come into play.

For games, it's a far more informal process, although scribes are still protected under the WGA's interactive contract.

Feirstein says he's been treated far more professionally and with more respect than he's received for script doctoring services at the major film studios.

Says the scribe, who doesn't actually play vidgames himself, "I'm used to working with junior execs who've never been on a movie set. The default in the movie business is 'the first draft sucks.' "

But game developers, he says, are "really cool. They're like really hip geeks. Very smart and very, very professional. The thing that has most impressed me is that they're very task-oriented: 'This is about making videogames. Let's go.' "

And game publishers are hoping that hiring Hollywood talent will help a title make the transition to the big screen.

Studios are just as obsessed with adapting a popular vidgame into a film as they are a comic book these days. But one problem has been the lack of characters or plots to adapt.

"Not every game deserves to be a film," Boesky says. "But Hollywood is buying, and videogame companies are trying to get writers into games so they can have stronger characters, some kind of plot to adapt."
post #2 of 9
That's a great article. I think it's no secret that developers have been aiming for unseating film as the #1 source of family entertainment for years. What I see happening, however, is a marriage between the two mediums. Which to me is even better.
post #3 of 9
Quote:
Dave Davis:
Unlike Hollywood's development hell, the process of working on a game usually means the project will be produced -- and quickly. Game publishers are known for self-financing titles and being in the business to take risks on projects.
Well that part raised a smile.

Actually, a friend of mine is talking to Lionhead about script work. Sounds pretty interesting. Is it all it's cracked up to be, Dave?
post #4 of 9
Thread Starter 
Quote:
Dan Whitehead:

Actually, a friend of mine is talking to Lionhead about script work. Sounds pretty interesting. Is it all it's cracked up to be, Dave?
Well... that depends on how you mean it. The money's usually good and it's great to have your ideas incorporated into the medium, but can be really frustrating. I don't know how it compares to working on a studio film, but I imagine it's comparable to some degree.

Remember, for the most part you're dealing with people who can do fantastic design illustrations and animate a screen full of zombies and build a fun level and program a guy to follow you around, but they have no sense (or worse, no interest) of things like narrative or logic. I mean, I've actually got responses that I "used too many big words" in my documents and dialogue. And I lost track of how many times I've smacked my head against a wall, even on the current project I'm on, usually after a plea of "But that doesn't make any sense!" Gamemaking runs that same familiarity vs. risk as movies. And everyone wants input. There tends to be a list of "cool shit" that people want to cram into the game, and then you need to retrofit the story to incorporate them.

And so on and so on...

The Variety article is also a bit optimistic on game completion time (usually more like 2 to 4 years), as well as them actually being finished. Unlike Hollywood, lots of games enter production but never actually exit. I worked on a game for two years (and a pretty big one at that), and it's no further into production now than it was when I started.
post #5 of 9
I like the idea of the "merging" of the two mediums. The games I enjoy most these days are the ones with the thoughtful plot lines that don't leave you wanting while you foebash.

As Hollywood and the Playstation become further intertwined, I look forward to things like walking Brad Pitt off a cliff, using Susan Sarandon to collect the Nine Runes, and having Weird Al Yankovic actually WIN a boxing match.
post #6 of 9
This isn't a new concept by any stretch. There are some old games that tell a story better than most big budget epic films. Play the Marathon or System Shock games, wow! Great stories, very intricate and deep. There are many others but I think that games like GTA:VC are abominations to the art of writing. Sure, it made lots of money and the kids lined up around the block but damn I thought it was horrible!
post #7 of 9
Thread Starter 
The biggest difference between the mediums is that unlike with movies, games allow the "viewer" to "steer" the character through an adventure. This means that the human element must be accounted for, and it ain't easy.

Vice City was actually pretty brilliant in its execution. Logistically, a game like that is among the most difficult to design. It has an over-arcing story with only one real outcome, but it also allows players to decide what order to complete most of the tasks and allows freedom within the world it takes place -- and the world reacts accordingly. And as mob-themed game set in the 80s, it nailed the tone. In fact, there wasn't much it did wrong.

It depends on the game and the design approach. Most games (up until recently at least) start with a basic concept, whether a scenario or a character or a style, and the story is then hammered into place after. This is why in a lot of cases, the story feels like more of an afterthought than a compelling reason to go through the game (in many cases leaving players wandering around a level looking for some odd device and wondering "why am I doing this again?"). Few games start with a defined screenplay-like structure -- more like a list of ideas that then get squished into the plot, regardless of logic.
post #8 of 9
I thought Vice City was rather excellent, storywise: It wasn't intended as a mastrepiece it was intended as a parody/homage to all the good and bad 1980s crime series/movies. and it worked, thanks to some over the top storytelling and voice acting...
post #9 of 9
Sorry for the Vice City injection. My loathing of the game stems from the fact that Rockstar made millions on 3 and put out an expansion pack as the sequel. Of course, now they say VC wasn't really a sequel and they are woking on the sequel now. Whatever, as a fan of the GTA games from the first one VC pissed me off so I'm sure I'm not giving the writing the credit it deserves.

Now 'Halo', on the otherhand, brilliant writing and story just like the aforementioned brilliant Bungie work of 'Marathon'.

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