Latest / Indie Film Hustle® - A Filmmaking Podcast / IFH 744: The Screenwriter's Guide to Video Game Writing with Robert Denton Bryant
Transcript
- 0:03You are listening to the IFH podcast Network. For more amazing filmmaking and screenwriting
- 0:08podcasts, just go to ifahpodcastnetwork dot com. Welcome to the Indie Film Hustle
- 0:14Podcast, Episode number seven forty four. We all make choices, but in
- 0:19the end, our choices make us anonymous. Broadcasting from the back alley in
- 0:26Hollywood. It's the Indie Film Hustle Podcast, where we show you how to
- 0:31survive and thrive as an indie filmmaker in the jungles of the film biz.
- 0:35And here's your host, Alex Ferrari. Welcome, Welcome to another episode of
- 0:40the Indie Film Hustle Podcast. I am your humble host, Alex Ferrari.
- 0:43Today's show is sponsored by Rise of the Film Entrepreneur How to turn your independent
- 0:48film into a profitable business. It's harder today than ever before for independent filmmakers
- 0:53to make money with their films from predatory film distributors ripping them off to huckster
- 0:58film aggregators who prey upon them. The odds are stacked against the indie filmmaker.
- 1:02The old distribution model of making money with your film is broken, and
- 1:07there needs to be a change. The future of independent filmmaking is the entrepreneurial
- 1:11filmmaker or the film entrepreneur. In Rise of the Film Entrepreneur, I break
- 1:15down how to actually make money with your film projects and show you how to
- 1:19turn your indie film into a profitable business. With case studies examining successes and
- 1:25failures. This book shows you the step by step method to turn your passion
- 1:30into a profitable career. If you're making a feature film, series, or
- 1:34any other kind of video content, the Film Entrepreneur method will set you up
- 1:38for success. The book is available in paperback, ebook, and of course
- 1:42audiobook. If you want to order it, just head over to www.
- 1:47Dot filmbiz book dot com. That's film bizbook dot com. Now, guys,
- 1:53today on the show, we're going to discuss something that we've never discussed
- 1:57on the show before or even on the website, for how a screenwriter transitions
- 2:04or starts to write for video games. And that was an area of the
- 2:08industry, of the writer of the screenwriting industry that I was very curious about
- 2:13because I knew absolutely nothing about this topic. Which generally speaking, when I
- 2:21speak to a when I speak to a guest, I have some understanding of
- 2:24what they've done or because it's all within the film industry and I've either gone
- 2:29through it or known someone who's gone through it. But when it comes to
- 2:31video games, I knew nothing at all. So I brought on Robert Denton
- 2:38Bryant, who co wrote Slay the Dragon Writing Great Video Games with author Keith
- 2:44Gigelow. And Robert comes from a screenwriting background. He worked in marketing and
- 2:50production and as a writer in Hollywood for a long time, then he slowly
- 2:54made a transition into video games. He has been a publisher and a developer.
- 3:00He knows the ins and outs of the video game industry. He's been
- 3:02in it now for many, many years, and him and Keith wrote this
- 3:07amazing book which is basically a guide on how a screenwriter transitions their storytelling process
- 3:16to video games. And as you will find out in this episode, it
- 3:22is very, very different than writing a standard screenplay. We break down the
- 3:28no act structure of video games, writing great video game characters, making gameplay
- 3:34emotionally meaningful. And one of the great quotes that Roberts says in the episode,
- 3:40which I thought was wonderful, writing a video game is more like designing
- 3:46a theme park, not like writing a television show or a movie, but
- 3:51designing a theme park because you have different stories going on all over the place
- 3:57at the same time, and there's a consistent storyline that goes through the whole
- 4:01piece, but then there's these off subplots that kind of go on, and
- 4:05then those have endless changes because the player is playing that person or that character.
- 4:14And it's just so fascinating to watch Robert talk about how you write for
- 4:18this world. And I think at one point he was talking in the episode
- 4:24and I just I'm just excited about this. You could tell that they actually
- 4:27printed out the script for one of these large, large, very popular video
- 4:31games, and it was like forty thousand pages or something like that. It
- 4:38was like literally just stacks. It's stacked up like six seven feet tall.
- 4:43It was insane. So it's a completely different way of storytelling, but it
- 4:48is a very emotional way of storytelling and powerful way because it is touching hundreds
- 4:55of millions of people around the world every single day. So as a storyteller,
- 5:00if you want to get your stories out there, video games might be
- 5:04another way for you to do that. So, without any further ado,
- 5:09please enjoy my conversation with Robert Denton Bryant. I like to welcome to the
- 5:15show, Robert Denton Bryant. Man, how are you doing, my friend?
- 5:17Hey, how are you I'm doing? Oh? Man, I'm excited
- 5:21to have you because we're going to talk about something I've I have no idea
- 5:27about. And that's like I generally have some reference point to a guest that
- 5:31I speak to, but I am a complete and absolute newbie when it comes
- 5:36to writing for video games. And I wanted to have you on the show
- 5:40because you worked in you've worked in Hollywood before, and and your co author
- 5:46Keith has as well. So it's it's not You're coming at it from a
- 5:49perspective of my listeners, which are screenwriters who got roped into writing for writing
- 5:58for video games. So, before we get going, how did you get
- 6:00into the business in the first place? And then from there how did you
- 6:04get side? Not sidetracks, but how did you jump into the writing of
- 6:08video games? Okay, so so the business you mean film, the only
- 6:14interactive entertainment, the only business which is the film business. Obviously the industry.
- 6:19It's top of mine too, because I'm I'm playing around in doing a
- 6:25deep dive in HBO. Max's giant catalog of really great old films. It's
- 6:31like going to film school, you know, for fifteen dollars a month.
- 6:34It's a grit. I was so delighted as how deep that catalog was,
- 6:39and sudden it came up and I just watched it randomly two nights ago.
- 6:43Was the player. Well, well, of course, of course, amazing
- 6:46film. Yeah, and so it was. It was a It was a
- 6:49throwback because that's when I got into the business because on a lark, I
- 6:56was trained as a journalist. So I was working as a business reporter in
- 6:59New Mexico, where I'm from, and on a lark because I read a
- 7:03Time magazine article where the cash and EPs the Top Gun guys, right,
- 7:12one of them was sitting in his den in this lounge chair and his feet
- 7:16were up on this stack of screenplays find out where the titles hadn't been written
- 7:21on with sharpie. And the article said, you know, Top Gun is
- 7:29the first script they sold that's been made. And so the gist of the
- 7:32article for me is that even if the movie doesn't get made, the writer
- 7:36gets paid. And so I figured, well that's a good job. So
- 7:40on a lark, I applied to USC Film School and I got in and
- 7:46that's like getting in a Harvard law you know, drops everything, you just
- 7:50go. And so that was lucky enough. And then like and it was
- 7:58scary for me because I'd never been to a law Los Angeles. I didn't
- 8:01have any family. I you know, just kind of said well, I'll
- 8:05just live on campus and go from there. So I got my dorm and
- 8:11I got my tuition squared away, my classes and I'm like, okay,
- 8:15go find a job. And I went to the job board, which back
- 8:18then was you know, three by five cards on bulletin boards, and I
- 8:24was just looking for a bartending or a waiting job. But they had this
- 8:28miscellaneous section. I'm like, well, I have some office skills because I
- 8:31used to be a reporter. What do they got over here? And says
- 8:35wanted a college marketing, college promotions person for film studio. And I'm looking
- 8:43around, I'm like, it can't be this easy. And so I applied
- 8:48and I got hired. You know, day four in Hollywood at a film
- 8:54studio. Right sounds it happens, it happen, It happens all the time.
- 9:00Here's the asterisk. The film studio was Cannon, Oh it's so awesome.
- 9:05Oh that's actually now you just got a couple more credit points with me
- 9:07just because yeah. Yeah. So I was a Cannon right at the right
- 9:11before for about two years, right before they finally they've been they were circling
- 9:16the bowl and then Peretti flushed them. But yes, great, analogy,
- 9:22by the way. Great. And then so I actually the first movie I
- 9:30worked on was something with Albert Pune called down Twisted. But the second movie
- 9:35I ever worked on it was Masters of the Universe, the motion picture,
- 9:39fantastic piece of cinema, sir, Yeah, right right, and uh.
- 9:43And so I was in marketing for two years at Cannon. While that was
- 9:48a full time job. By the way, we'll be right back after a
- 9:52word from our sponsor, and now back to the show. While I was
- 10:01going to graduate school, remember graduate school, and so it was exhausting and
- 10:09brutal, but it was a great place to be because in film school I
- 10:15learned the mechanics of the making of the films, and at the studio I
- 10:20was learning the selling of the films, right, and all of that sausage
- 10:24that you know most filmmakers, you know, most filmmakers like a lot of
- 10:28game makers, the operator under this of dreams fallacy that if I make it,
- 10:35because I made it, and my mother says, I'm cool, Pete,
- 10:39go buy this thing that I'm making. And that's not the case,
- 10:43right, And so that gave me, even though I was selling stuff like
- 10:50Missing an Action three and death wished for the crackdown, it gave me a
- 10:54respect for the need for marketing, for how lack of marketing is brutal.
- 11:01No, but I do have to ask you, though, did you did
- 11:05you work on Superman for a Quest for Peace? No, no, no,
- 11:07no, no, that was one of them. That was one of
- 11:11the I didn't work on that, or Cobra that they had this side deal
- 11:16with warners. Those weren't distributed by us. Those went out through Warner Brothers,
- 11:22and uh, you know, made lost even more money because of the
- 11:26additional print advertising costs. Right. So okay, So so you have this
- 11:31amazing you have this meteoric rise in the industry. And then so I'm assuming
- 11:37you got work and you started working in Hollywood as a screenwriter. No no,
- 11:41no, no no no. I wanted to finish graduate school and I
- 11:48was hustling, you know, because Cana was killing me. On many levels.
- 11:52And so I just quit folks on a graduate school and so I worked
- 11:54in a restaurant of Beverly Hills. But I got PA work from you know,
- 12:01producers who were in there, and so I started working. Uh you
- 12:05know, did a one eighty, and I started working on sets, and
- 12:07I was a PA on like music videos and commercials, and uh uh was
- 12:13a story editor and I worked with like TV movie companies. I would coverage
- 12:22and i'd worked with the producers when they bought the life rights. I'd helped
- 12:24them shape it into the X or five X or whatever the structure was for
- 12:30what we used to call then a movie of the week. Uh. But
- 12:35my love, the reason I went to film school is I always wanted to
- 12:37write. And uh, you know, my story is familiar to a lot
- 12:41of screenwriters. H I came there. I was just like sashion nets.
- 12:46I came this close, so close, except my footstool of unproduced screenplays are
- 12:54both unproduced and unsolved, right, which makes them even more special. But
- 12:58you know, I made the rounds and I did meetings, and I got
- 13:03really closed and I got attachments. You know, Kevin Pollock is my favorite
- 13:09stamp up comedians of all time, because after one read, he attached himself
- 13:16as the villain, kind of the comic villain to one of my scripts,
- 13:20and I'm like, yay, And I was able to sort of parlay that
- 13:24into yet another failed deal. But thank you, Kevin. If you're watching,
- 13:30and you know, you just have to hustle, and you have to
- 13:33have an iron skin, and you have to focus on the work and actually
- 13:41do the work and put your tushy in the seat. I was looking at
- 13:45the website. You've had some major guests on here. One of the people
- 13:48you've had on when I'm honored to be in this group is Can Atchety,
- 13:54right Nick. Then you know, I read his book years ago, A
- 14:00Writer's Time, and it's one of the few books on writing that I'm like,
- 14:03this helps me because he talks about process and he talks about put your
- 14:09tushy in the seat, right. And so you know, I'm writing,
- 14:15I'm trying to get stuff. I'm doing day jobs. But here's the problem.
- 14:18You have to love your day job, right, And I wasn't.
- 14:22And so at that point I was doing marketing for like a real estate consulting
- 14:28firm in like downtown LA, And so I did that thing that you're not
- 14:35supposed to do. Don't do these kids. I quit my job without another
- 14:39job in front of me because I had the love of a good woman.
- 14:43She was like, you gotta you're miserable, you gotta do something. And
- 14:48all I knew was I wanted to work in computers. Right, this is
- 14:52the late nineties, right, there was this cool new job that I thought
- 14:56was really sexy. Webmaster. Right. I thought, I want to be
- 15:01a webmaster. That sounds awesome, right, It's like a dungeon master.
- 15:07It's like a dungeon master, but different. I want to be a web
- 15:11master. And uh so I just found a tempt firm across from my gym,
- 15:18and I walked in there and they looked at my resume and say,
- 15:20oh, you know power Point. That's kind of multi media, right,
- 15:24And I'm like, yeah, well you can embed sound clips and stuff.
- 15:28She's like, all the time, that's a that's a term I haven't heard
- 15:31in play sometimes. Were you working in there? Were you working with micro
- 15:37macromine? Were you working with macromin director a second? In a second,
- 15:43yeah, Because they said, well, the power Point it's kind of multi
- 15:50media. We'll send you to Mattel where you can test CD ROMs, and
- 15:54I'm like, people get paid for that. That's almost as cool as web
- 16:00Master. Is there a cloak too? And so I started at Mattel,
- 16:04the toy company, in their little CD ROM division where most of their stuff
- 16:10was developed in Macromedia director testing in quality assurance. I was a tester making
- 16:18certain everything worked right, and if something didn't work right, I'd write up
- 16:22a little bug report and then we get sent to the developer to be fixed.
- 16:25You help, And that parlayed into my old second career, where I
- 16:30rose up through the ranks of QA testing, moved over to product development where
- 16:37I was a producer, where I was a project manager, And after three
- 16:41years of Mattel, I moved over to Crave Entertainment that was doing first PC
- 16:48and then a lot of console stuff. And so I think after year four
- 16:56or five from that very first job at Mattel, I became studio director at
- 17:03Crave, where I was sort of the guy green lighting all of the projects
- 17:08and listening to pictures from developers and giving interviews like this one from the booth
- 17:12at E three and stuff like that. Matt your mileage may very kids may
- 17:18be a very different path, but I just again, I got incredibly lucky
- 17:22and uh so, yeah, so I worked in Tames having had this Hollywood
- 17:29background. Right, So part two of the story is I hired Keith,
- 17:36my co writer on Slay the Dragon, Keith Gilio, because he and his
- 17:41wife were they're both SAG writers and there was a strike was in was it
- 17:48ninety seven or ninety eight, two thousand eight, so they were on strike
- 17:56and I needed a writer because I just been hired by yet another toy company
- 18:04to head up an in house interactive studio that was building a really big open
- 18:10world game. And I thought, wow, this is really cool, and
- 18:14I'm the I'm the exec producer. I can hire whoever I want. So
- 18:18I hired Keith because I knew he had daughters, and I knew that he
- 18:25had played video games. But more importantly, he and I had collaborated.
- 18:30I compare us to David Bowie and Iggy Pop, right, always would collaborate,
- 18:37always would be the first one to show new stuff too, and everything
- 18:40like that, and a lot of you know, Keith and I came out
- 18:44of different film schools. He went to NYU, I went to this but
- 18:48at the same time, and so we both went through very similar screenwriting eras
- 18:55where it was all about structure, right. And you know, Keith taught
- 19:00me about fifteen page sequences and when you get eight of those put together,
- 19:03whatever it is, then you have a screenplay. And so I hired him
- 19:10to help me write this really big, open world game. And that became
- 19:15an exercise and frustration for both of us, mostly him, because he'd sit
- 19:18in his office and come up with a cool idea. He'd run into my
- 19:21office and say, hey, can we do this, and I'd say no,
- 19:25because it's a game. You can't lock the player down and just push
- 19:30story at them. The player wants to have a hand in the frame.
- 19:34The player wants to have some agency over her own experience, right, And
- 19:38so he'd grumble. He'd get it, but he grumble. He got off
- 19:42to his office. About twenty years later, he'd run back into my office,
- 19:45say hey, can we do this? And I say, no,
- 19:48we can't. It's a game. We'll be right back after a word from
- 19:52our sponsor, and now back to the show. And so that frusha.
- 20:03I mean, we've known each other for decades. Were like brothers. He's
- 20:06like the brother I ever had. We were grinding each other, but in
- 20:11a collegiate way. And then finally he walked into my office one time and
- 20:15I cut him off. I'm like, it's a game, Keith. He
- 20:18says, no, listen, I've been teaching an UCLA extension. He's been
- 20:22teaching screenwriting for a time. What if we took this frustration we have and
- 20:27turn it into a class, right, What if we discussed this friction between
- 20:34what the player wants and what the storyteller wants to do? Right? And
- 20:38so he pitched that to UCLA Extension, And so we taught our very first
- 20:45class. It's been over ten years ago, and it was a one day
- 20:52kind of traffic school class pitched two to your point when you began the segment,
- 20:57screenwriters who don't know anything about games, who think that they can go
- 21:02into games, like you know, there's there's gold right right funny in games.
- 21:06But it's very humbling. If you're an established screenwriter or a non established
- 21:12screenwriter, you're still used to the paradigm of the beginning. The creative seed
- 21:18comes from my skull. I'm going to tell my story, and that's not
- 21:23how the way games work, right, And so it's very humbling. So
- 21:29what is the so, because I'm again such a complete newbie and green in
- 21:33this entire world of game producer, what is the hierarchy of game producing?
- 21:40Meaning like in films there's the executive producer, producer, director, writer,
- 21:45DP. What is it for game producing? Just the general big heads.
- 21:48It just you know, it depends on the type of game. But an
- 21:55exec producer, which is the title life held the most frequently, is especial
- 22:00the money guy. Okay, an exec producer is the deal guy and he's
- 22:07the one who shepherds the contract through the process and has to you know,
- 22:11make the relationship with the developer. Game publishers or games studio are like movie
- 22:18studios. They finance and market and distribute. Right, So when you hear
- 22:22me talk about publisher, think movie studio and the exec producer. It tends
- 22:30to be the studio guy who's managing the developer. And when I say developer,
- 22:36that means a company that actually makes the games. They're the ones that
- 22:41hire the programmers and the artists and the voiceover talent and everybody. And that
- 22:47relationship, that contrastual relationship is stressful. It's stressful because every time you make
- 22:53a game, you're making that game for the first time. Right, Hollywood
- 22:59has an almost one hundred year head start on getting technology sort of perfected,
- 23:07which mitigates surprises on the technical end. Right, you know what causes production
- 23:15delays in Hollywood is stuff like you know, star egos, or weather going
- 23:22bad, or you say, have some very rare catastrophic accident on the set.
- 23:26But for the most part, you know, ten shoot days in ninety
- 23:30shoot days is ninety shoot days. Right. With games especially, it's getting
- 23:40better now with game engines, but for so long you'll commit to, yeah,
- 23:44we're gonna have this feature, in this feature, in this feature,
- 23:47and then you actually start to do the R and D to try to code
- 23:51the thing and move it into the flesh and deliver on what you promised.
- 23:57And the risk, both technological and creative, are massive, Right. Games
- 24:03take a much longer time to make, and so that relationship between a developer
- 24:10and a producer is very stressful, and our executives are very stressful. So
- 24:18over here on the developer side, you know the production company. Those can
- 24:25be structured in anyone of a number of ways, but what there isn't generally
- 24:30is a director where there's one creative person who sits at the top of the
- 24:33pyramid and calls all the shots. Okay, there's one or two creators that
- 24:40have sort of possessory above the title credit, like Sid Meyer or Hideo Kojima
- 24:47who does the Bettlegear solid games. But they are the exceptions rather than the
- 24:52rule, because games are made by committee. You've heard, you know,
- 24:56it's the oldest cliche in Hollywood that film is a collaborative media. And that's
- 25:00true, but that's nothing compared to games. Games are super collaborative because they're
- 25:08so vast and because they're so specialized that all the teams have to be in
- 25:15constant good communication with each other to deliver their stuff interconnectedly. And so games
- 25:27are sort of managed by a producer, a project manager, a team of
- 25:33producers, and some of them may be more or less creative in terms of
- 25:40working with the art director or the head of narrative right, a game writer
- 25:45in a writer in games that sometimes called a narrative designer, right, and
- 25:53the gameplay designer. And and there there's heads of departments, there's heads the
- 26:00departments, and you as the producer have to make certain that everybody is on
- 26:07the same page. And so it's a very very very collaborative, very diplomatic.
- 26:11You have to listen as much as talk, and you have to be
- 26:15patient. And you know, there's a reason that we have a very deserved
- 26:23reputation for crunch time in the industry because the best laid plans. You know,
- 26:30you can have the best plan and the best documentation and the best people,
- 26:34and still things go wrong on a day to day basis. In the
- 26:38schedule slips, and it was worse twenty years ago. It's gotten a lot
- 26:44better in the last ten years, but still there's this expectation that if we
- 26:51start to slip too much, we just have to cancel kids' birthdays and start
- 26:56working eighteen and similar to VFX in the VFX world, yeah, there's there's
- 27:03this twenty four hour day just turn around sometimes just to meet the deadlines.
- 27:07That's what happened to Cats. They literally shipped it without visual effects, some
- 27:12shots missing, and it's brutal and it's it's but it's that same technology.
- 27:18It's it's that same tech culture. You just have to go. Electronic arts
- 27:23used to have this freight uh saying we have to go Egyptian on this,
- 27:27meaning we just need to have hundreds and hundreds and hundreds of peop building the
- 27:33pyramid working. And there's a fallacy there because in project management it's like,
- 27:41uh, you're you're constantly worrying about person hours. You know, how long
- 27:45is it going to take this one person to do this task? Right?
- 27:49And uh, it takes a woman nine months to make a baby, right,
- 27:55produce a baby? But uh, too often we think that well,
- 28:00if we hire, uh, if we hire eight more ladies, we can
- 28:04have that beauty in one month. Right. It doesn't work, right,
- 28:11it doesn't work so well, yeah, go ahead, So what are the
- 28:15so I mean, obviously we've studied, you know, screenplay structure and there's
- 28:21multiple different acts and structures in the hero's journey and and all sorts of different
- 28:26theories in regards to how it is structure a movie. But generally it's a
- 28:30ninety page script. There's there's certain points that hit and Sidfield basically laid it
- 28:37out years ago. What are the different structures for video games? And I
- 28:41know that depends on the kind of video game you're playing as well, correct,
- 28:45right, right? And uh, you know, even when we talk
- 28:51there's so many words that we use in common in film and games. But
- 28:56have different meanings, right, Like genres in film tend to reflect the mood
- 29:03in the audience, right, comedies or horror or whatever. And even though
- 29:08we have a genre in games called survival horror, the genres tend to be
- 29:12grouped around actions the player takes, right, a shooter, a sports sim
- 29:22where you're modeling the behavior and athlete on the field, feel like in Fifa
- 29:26or Madden, or a puzzle game where you're moving stuff around and trying to
- 29:33ligne stuff up and or solve a puzzle. So the genres are based around
- 29:40mechanics rather than moods, and those mechanics kind of define or combinations of mechanics
- 29:48kind of define what sort of gain it is and what sort of structure the
- 29:55story should have if it has a story. Be right back after a word
- 30:00from our sponsor, and now back to the show. Right. I'll be
- 30:08the first person to tell you that not every game UH needs a deep,
- 30:15involving story, but all games are improved by having some type of story,
- 30:23no matter how light UH to give the gameplay some type of content. So
- 30:30like so like Super like Super Mario Brothers has a very thin storyline, it's
- 30:36fairly thick Ramsel, the Damsel from the from Bowser. But then you look
- 30:41at Link or Zelda much more, much more complex, and then and it's
- 30:45become its own world after the whole Zelda series. But then so it all
- 30:51like I remember this is I'm dating myself. But like Castlevania, the original
- 30:55Castlevania, like Contra Contra was pretty pretty straightforward story. It's not really high
- 31:03that high. But then they would. I started seeing that even in those
- 31:07early Nintendo games that there was, they were starting to add more story.
- 31:12I remember Ninja Gaidian and those kind of stories. They started adding more story
- 31:18elements as even Super Mario Brothers they started to add more and more stories.
- 31:22Nothing compared to these what we have today, but you can start seeing that
- 31:26where there. I mean, obviously they must have been writers, right,
- 31:30I mean, well, in the early days, the writer was was the
- 31:34designer was the artist? Was the program yea. In the first in the
- 31:40arcades, the first consoles generation, you had crews of one or two people
- 31:45making a game, right I'm I'm dear friends with selling the original and television
- 31:49developers Matchell's console system in the eighties, and you would have one or two
- 31:56people and they would be the arts, the designer, the programmer, the
- 32:01sound designer. And as the eighties advanced and the games began to get more
- 32:08complex, you and you would see writers, especially over on the C side
- 32:19of things with PC games where you had very text heavy like Zorks right sorts,
- 32:27or the text parsing games, or the Dungeons and Dragon style computer RPGs.
- 32:32Those had full on stories because there were pages and pages of texts and
- 32:37they were dialogue scenes and everything like that. And you can see that same
- 32:40deep structure on a game like a Fallout or a witch Er three or what
- 32:45I'm playing right now is Outer Worlds right now from its obsidian and uh,
- 32:52you know, the the visuals are amazing, but the deep structure of I'm
- 33:00gonna do this stuff and I'm going to talk to these people. I'm gonna
- 33:04choose from dialogue trees, and that's how I'm going to experience the story through
- 33:08interacting with characters and through the world building, rather than me sitting down and
- 33:15being told a lot of stuff in a little cinematic Right, So, what
- 33:20so what are experienced story? Huh? So? Then what are the different
- 33:23story structures. Let's say, let's pick a let's pick a genre if you
- 33:27will, it justs okay, still picking a genre, right, So like
- 33:30a puzzle game, it's all world building, right, if you think of
- 33:35Candy Crush Saga on your phone, the story, the structure is just an
- 33:42endless series of levels, right, But there's still a world there, right,
- 33:49there's still a context of you know, essentially this candy world, anthropomorphic
- 33:57candy world that you have to release all the candy and get the stars and
- 34:01move to the next level and thing like that. I'm playing a game on
- 34:06mobile right now called Homescapes, which is a little family drama about a butler
- 34:12helping to fix up his parents dilapidated mansion. But that story is completely tangential
- 34:17to the core gameplay, which is essentially Candy Crush Saga. You know,
- 34:22align all this stuff and clear the state. But they added but they added
- 34:27a heavier storyline to it than they should have. They had to then they
- 34:30needed to. And yet part of the reason it's successful is you get really
- 34:37engaged with these characters, right. And he's such a you know, he's
- 34:42a middle aged man, balding, and yet he gets very upset when his
- 34:45parents start fighting with each other. You know, it works on many levels,
- 34:50so that's a puzzle game. But you know the other problem, the
- 34:57reason it breaks down when you talk about structure is that a screenplay is ninety
- 35:04you know, a movie is ninety minutes two hours, right, It's finite
- 35:07in duration, and a game can be infinite. And I'm not even talking
- 35:12about replaying the game now that you finish on a higher difficulty. I mean,
- 35:16we live in the era of Fallout and Grand Theft Auto and Witcher and
- 35:22Red Dead Redemption, these giant open world games that there's different levels of content
- 35:30you can engage in. There's the main story, but there's also side subshote
- 35:38sub stories are yeah, sub stories, little side b lines, and then
- 35:43there's the story of there's also the story of you just running around in the
- 35:49world getting into trouble. Right. One of my favorite games from ten years
- 35:53ago was Grand Theft Auto four right, which was set in fake New York
- 36:01and you play this really tough Eastern European guy who uh ping pongs back and
- 36:07forth be called between all these factions of the New York City criminal underworld.
- 36:14It was a great story, really involving with a great anti hero that you
- 36:17play as named Nico. Bellick, and I was enjoying the story. I
- 36:22was enjoying the game. And then I went online and I saw that if
- 36:27you steal a car and run at a forty five degree angle into a swing
- 36:32set, that car, that swing set will ack like a trebishet and shoot
- 36:37you hundreds of feet into the air. Okay, at that point, to
- 36:43heck with Nico Bellick, I want to play Bob flying through the air on
- 36:49my swing set trebishet. Right. And I did that like four hours.
- 36:53I was like a kid with an I was literally a kid with a new
- 36:57toy playing how far can I go? I wonder if I can go across
- 37:02the Hudson River into the Bronx in my car in a trap launched like that.
- 37:07Right, And you can still find videos on YouTube of this ridiculous bug
- 37:14in the game that they found. They reported, and the producers decided,
- 37:21you know what, that's pretty fun. It doesn't crash the game. The
- 37:24player can have fun with this. Let's leave it in. Let's not fix
- 37:28the button. Right. So you do that, and that's you playing as
- 37:34a sort of a pure video game player. You're in your own story,
- 37:38and the story is you the gamer doing this cool thing. Right. And
- 37:44so there's always this tension between and we describe it in the book as Aristotle
- 37:51versus Mario. Right. Aristotle is the story that the storyteller wants to tell
- 37:57and Mario is whatever the player want wants to do, right, And sometimes
- 38:01those are a complete opposition to each other. So is it more because I'm
- 38:08just trying to write my head around it from a story perspective. So if
- 38:13you're if you're gonna sit down and write, you know, a new Witcher,
- 38:19let's say, and say you're gonna you're gonna write a Witcher, you're
- 38:23very much into world building first and foremost. So there's there's there's sore sub
- 38:30story, subplots and stories about this little town here, that little moat there,
- 38:36what that dragon is over there that he's got to say, there's a
- 38:37backstory on that. So there's just a lot of writing regarding the world.
- 38:43Then tons, so there's that writing process. Then the main character, then
- 38:50the main villain or multiple levels of villains villains, and then there and then
- 38:54you've got all of Joseph Campbell in there. You've got the trickster, you've
- 39:00got the mentor, you got so it's like storytelling on a massive, open
- 39:06scale where the screenplay is a very defined highway. It's literally the road is
- 39:14gone and anything your I can see is now needs to be kind of filled
- 39:20as a game writer. Is that a fair assessment? It's fair, and
- 39:24you know you're absolutely right. And another way of thinking about it is it's
- 39:30not very useful for very long to compare a big budget video game to a
- 39:34feature film. It is fair and much more useful to compare a big budget
- 39:38video game to either a theme park or a television series, like a big
- 39:45epic multi season television series, because it's because massive. It's so massive as
- 39:52scale, story stelling like Games of Thrones for Games of throws. Yes,
- 39:55we're allowed to still talk about games. We'll be right back after a word
- 40:02from our sponsor, and now back to the show. Yeah, but that's
- 40:12a great example. I mean, what the reason that works as a book
- 40:15and a film and a TV series until it didn't is that there's something for
- 40:22everybody. Hey, you're tired of this character in this plot line, be
- 40:27patient, because we're going to do a complete gear change geographically but also in
- 40:32mood and tone to where like the best of dramatic television, it serves that
- 40:42short detention span you a little into the story, but not too much,
- 40:45and then there's a scene shift and now we're picking up on it. It's
- 40:51like eating at the buffet, right, you get a little of this and
- 40:54a little of that, a little of that, like oh scampy. Instead
- 40:59of a feature film, you're locked in to one story, maybe to maybe
- 41:04a couple of subplots, but you have the patience because it's only two hours,
- 41:09right, right. So with games, were where you can compare the
- 41:17three act structure to kind of the meta structure of how you as a player
- 41:24approach a game you've never played before. The first act is the tutorial where
- 41:30you learn how to play the game, and part of learning how to play
- 41:34the game is the exposition of the game world and who are you playing as?
- 41:39And what can you do? And what can you not do? How
- 41:43will I succeed in the game? And then you go off into an infinitely
- 41:49long second act if you will, right, And that's you playing the game,
- 41:54And then there has to be some sort of ending. There has to
- 41:59be in most genres, especially in most narrative genres story genres, there needs
- 42:07to be some type of conclusion to the story. In an abstract game like
- 42:12Anny Kressauga. No, there doesn't need to be, you know, I
- 42:14mean, it's part of the business model. This will go on forever,
- 42:17okay, because we want you to keep buying lives. But in even like
- 42:25the last Zelda Breath of the Wild, which was an amazing game. It's
- 42:30the first Zelda I'd played in years and years and years, and I did
- 42:35not want it to end. But it finally got to the point where finally
- 42:38I got to throw down with Gannon, and it was an epic fight and
- 42:43it lasted a long time, but I finally got to return, you know,
- 42:47peace to High Rules. So there was a resolution, and I felt
- 42:52like all this time I'd spent in the game wasn't wasted. I mean,
- 42:57of course it wasn't wasted. I was amused, I was enjoying myself.
- 43:00I was diverted. But I feel like I accomplished something in the digital world
- 43:07that I spent so much time with, as opposed to like actually accomplishing something
- 43:12like folding my laundry in the real world, which is mundane, right,
- 43:15So so like World of Warcraft, which is these these kind of online worlds
- 43:22that are essentially endless, like they they never there is no conclusion. There's
- 43:28just it's constantly just about building, it's about selling stuff and making money.
- 43:32Well, well it's about it's about you and your relationship to your character.
- 43:37Characters and the people that put Warcraft together do come up with storylines. But
- 43:49and there is there is always talk about the end game. But like history,
- 43:57it never ends, right, And so Warcraft is sort of you can
- 44:02compare Warcraft to a cable network and then whatever this year's expansion pack, because
- 44:13you know they're constant seasons. Yeah seasons, Yeah, big long seasons that
- 44:19take two years to develop, right, And I mean Warcraft. I know
- 44:23I'm too familiar with Warcraft because my ex wife and I played Warcraft solid from
- 44:30like two thousand and four when it came out through our divorce in two thousand
- 44:34and nine. Right, are you going to see the problem I secraft.
- 44:37I do not have children. I have a level one ten Warlock, but
- 44:43I don't have any children. Is it very similar to that episode of South
- 44:47Park when they were playing Wark? No, no, we would take potty
- 44:52breaks, well at least, but yeah, I mean it's it's it's it
- 44:59is like like many many good and lucrative video games. It's addictive. I'll
- 45:04go ahead and tell you it's addictive. But what so what is it?
- 45:07So you know I've I've played video games, I haven't played them in a
- 45:10long time because I have other things that because I know when I played video
- 45:15games, I played video games. So my first I mean, I hadn't
- 45:21shout out to Burger time on in television, so I my in television was
- 45:27the first game system. And then I bought myself a Nintendo system when I
- 45:30was in the high school and I worked at a video store which rented video
- 45:35games. So I just had this non stop I mean, I still remember,
- 45:40if I may, if I may tell a short story, I remember
- 45:43when I got Mike tyson S punch Out, which was amazing. I beat
- 45:47Mike tyson S punch Out in five days, which was a feat that was
- 45:52straight twelve hour days. On day six, my eyes went blurry and I
- 45:58thought I thought. I woke up in the morning and I was blurred.
- 46:01I called my mom. I'm like, oh my god, I've gone blind,
- 46:05and she's like, no, no, you've got ice ring. Just
- 46:07calm down. So I don't play as much as I used to, but
- 46:10I'm fascinated with these stories of hearing how like people literally died in like Korea.
- 46:20The guy who died playing while I was in China, and he just
- 46:22he didn't take a potty break or a food break or a water break,
- 46:27and he just expired playing the game. And this is terrible. You know,
- 46:30no one wants It's not like the people at Blizzard were like, woo,
- 46:36you know we killed one. Like no, it's not, no,
- 46:38no, no one. As a matter of fact, I mean from early
- 46:42days, warcraft was, you know, on the loading screens. You occasionally
- 46:46have to stare at a loading screen, and they would put tips and tricks
- 46:52on the loading screen, and one of the more frequent one was remember to
- 46:57go out into the real world and explore outside the world of warcraft, you
- 47:02know, like, hey, take a break sometimes, guys. So so,
- 47:06what is so with with a screenplay? With a with a movie,
- 47:08it's a screenplay. So you you're handed a ninety two page book or screenplay.
- 47:15What is the thing? And what is the what I mean, is
- 47:17it what's the format? What's the like? What's the thing you hand to?
- 47:22Is it a thing? Is it like? Is it like scripts like
- 47:24on a TV series. We have new episodes every week, like, how
- 47:27is it work? Okay, so there's no standard format that we're getting there
- 47:34and there are some that's amazing. Yeah, but there's no standard format because
- 47:39because it's not driven by uh, because the deal isn't broken over the script,
- 47:45right. The deal is brokered over a demo okay if you're lucky,
- 47:51and sometimes over a design document. You know, at Crave, I would
- 47:57sometimes do contracts based on the track record of that developer and a design document,
- 48:04which is essentially a long memo. Yeah, very much like agreement,
- 48:08but about the overall player experience and a component of that, but just a
- 48:15component is the story. Right, so uh uh. You know, the
- 48:23where games come from is from developers coming up with cool things for the player
- 48:32to do, and then the writer comes along, you hope, very early
- 48:38days, to come up with a great context so that those players can do
- 48:44that. Right. A good example is Electronic Arts released Apex Legends about a
- 48:52year ago, and essentially it's a Fortnite clone. I hope I'm not offending
- 49:00anyone. It's a successful Fortnite clone, but it's a Fortnite clone. It's
- 49:04run around and kill kill the other forty nine people on the map and good
- 49:07for you. There are feature differences, there's a story difference. The tone
- 49:14is very different. Fortnight Fortnight Fortnite is very whimsical Battle Royale murder sim and
- 49:22Apex Legends is a little more, a little more gritty, little more adult,
- 49:25a little more post by ecalyptic. And there are feature differences in terms
- 49:30of the way you do things, the way you can more easily, say,
- 49:34make teams in Apex Legends, all of that. None of that relates
- 49:43to no. Sorry, So it's not like you pitch just the core gameplay.
- 49:52We'll be right back after a word from our sponsor, and now back
- 50:00to the show. Pitch gameplay plus narrative context, plus new features and new
- 50:07technology play. You know, it has to be this whole at plus developer
- 50:12track record. It's a lot easier for you to get a contract your studio
- 50:16to get a contract if you've put out something, rather than if you're four
- 50:22kids with a server in the garage saying, hey, give us a million
- 50:24dollars so we can make this game. So unlike the screenplay, like the
- 50:30movie can't be made well, arguably can't make a movie without screenplay if you
- 50:34really truly want so you could do it out of a script, and you
- 50:37could do a script mentor there's there's successful stories movies made with but generally speaking,
- 50:43movies without a screenplay doesn't get made right. But video games could get
- 50:46the ball rolling very comfortably without a specific guy blueprint right away as far as
- 50:53stories concerned, well, as far as stories concerned, yeah, or even
- 50:59even as far as gameplay is concerned, because so much of it is you're
- 51:02trying something, you're testing it. Is it fun? Is it not fun?
- 51:07Okay, let's make some tweaks, let's test it again. Is it
- 51:10more fun? Is it less fun? And then you're filling it in around
- 51:15you know, the you've heard that cliche about building the airplane while it's in
- 51:20flight. That's very much like game development, right because, and Keith is
- 51:28very passionate about this. Keith makes the argument in the book that the sooner
- 51:32you have a writer in the room, the better, because historically what's been
- 51:39kind of creatively a problem with a lot of games is the head of programming
- 51:49who loves him some Star Wars thinks that that makes him an expert on the
- 51:55hero's journey and science fiction and character and dialogue and plot instruction and so the
- 52:07sooner you can have an actual writer in there whose sole focus is to kind
- 52:13of see what the gameplay is developing into and saying, oh, well,
- 52:17you're doing this sort of player has an opportunity for this. We could tease
- 52:22a really cool quest line out of that particular aspect of it. Right,
- 52:28and or that you're having the character. You're having the player character have this
- 52:35sort of a group of actions that tells me a little bit about what their
- 52:42personality is like. Right, you want somebody in the room or a couple
- 52:45people in the room that can take everything that's being done on the gameplay side
- 52:52and kind of use that as hooks to start building the story out and start
- 52:58developing you know, the things that are going to be the you know what
- 53:05we now refer to as the narrative design of the game. Now, how
- 53:08is dialogue treated in gameplay versus? Because I'm assuming there's no Quentin Tarantino's in
- 53:15the game world where their dialogue is so snappy that they're like, oh my
- 53:21god, I have to play that game just to hear the dialogue. Okay,
- 53:23well no, because imagine playing, oh, I don't know, the
- 53:31Hateful a the video game, right, all that dialogue in it. You're
- 53:37sitting there with the controller and you're listening wishing these two people would just shut
- 53:44up. Okay, no disrespect to Quinton, but I have a controller in
- 53:51my hand. I want to do. I don't just want to hear Samuel
- 53:58Jackson and whomever, you know, and they're witty banter, right, And
- 54:02so dialogue, you know, we do have. We do have what we
- 54:07call cutscenes or cinematics, which are mini m I NI small movies that have
- 54:15dialogue, and those are written as conventionally as possible, and the scripts for
- 54:21those look like pages from screenplays. But there's the bulk of dialogue comes in
- 54:29either like interactive where I choose, you know, in an RPG, or
- 54:34in a certain types of action or adventure games where I'm going up to a
- 54:40non player character and I'm having a conversation with them and they'll say something,
- 54:46and then I can choose different responses on the bottom, like a choose your
- 54:51own adventure. And so that sort of branching dialogue is another sort of much
- 54:58more complex way of interacting with all the different people you need to interact with
- 55:04in a big game. And then the third type of dialogue is what we
- 55:08call barks, which is procedurally generated dialogue. That is, uh, the
- 55:16player or you know, the bad guy I'm sneaking around will say based on
- 55:22the situation, right, and so uh, the the all this, all
- 55:28this video game dialogue is we're talking about format is either written in or eventually
- 55:35makes its way into Excel. One sentence, one line per row in Excel,
- 55:43and then voice talent has to sit there in the booth with headphones on
- 55:46and go line by line and read every one of those lines discreetly, and
- 55:53it's caught up into its own little sound file so that the goon number twelve
- 56:02when you accidentally hit the controller and make a noise, even though you're can
- 56:09say, hey, did you hear something? Right? Right, But he
- 56:14can't just record that one line and be done. The problem with barks is
- 56:19you have to come up with six or seven or eight different ways of saying
- 56:23did you hear something? Because if not, every time he's hit it,
- 56:27it's say the same thing and to get repetitive. You don't want it to
- 56:30be repetitive. Yeah, and so it's it's I went to a cool presentation
- 56:35at the Writers Guild several years ago where they had all of the nominees for
- 56:42Best Game, for Best Game Writing, and they were all in this panel
- 56:46of the Writers Guild and I had the guys from Fallout New Vegas there and
- 56:52somebody said somebody asked him how big was the script? And the guy did
- 56:57like this, like here to the floors. As you know, on a
- 57:00lark, we decided we were going to kill some cubes of paper and we
- 57:04printed out the entire script and it was here to the floor. So how
- 57:08many thousands of pages? Seven thousand pages, eight thousand pages? Well in
- 57:14excel, Oh my god, that's even nice. So there's no descriptions.
- 57:20So there's no descriptions in the stories or in the I mean in a treatment.
- 57:24I guess that's something that's getting better. Okay. One of the things
- 57:28that has frustrated me for decades, because I come from my background and I've
- 57:34worked with actors and I respect what they do, is when fanboys or critics
- 57:43that don't understand the process will say, oh, this is a fun game,
- 57:46but the voice acting is terrible. Stop. It's not the voice actor
- 57:52that's doing a bad job. It's that the voice actor hasn't been given enough
- 57:57information to work with to or they can craft a performance. Yeah, and
- 58:01how and how do do you have a director there like a video director.
- 58:06Yeah, yeah, you have, you have a not a film director.
- 58:09But do you have a creative director or ahead of sound or a head of
- 58:14dialogue whose job is to understand the story context of all of these characters.
- 58:22And very often you'll have you know, you'll have the line of dialogue and
- 58:27excel and then the next field over in the same row. There might be
- 58:30a bit of stage of direction, like a parenthetical in a screenplay, right,
- 58:37And in screenplays we know that nowadays we don't put a lot of those
- 58:42in because the director and the actors want to craft the performance. You just
- 58:47write the dialogue screenwriter, right. Well, you do that a lot in
- 58:52games because you want to contextualize the line because it's just a line of dialogue
- 59:00to sell. You don't know where the scene is. Necessarily, you don't
- 59:04know what the context is. Necessarily, you very often, even though you
- 59:08should know what the triggering action that's going to trigger the character saying this line,
- 59:13right, And so that director has to be responsible for giving the character
- 59:20as much information as they can, and so they have a very very very
- 59:25big responsibility, and the good ones are very good and will come into a
- 59:30voice session armed with as much information, including like character sketches, so that
- 59:37the voice talent the actor can know what she looks like, this person,
- 59:44who she's going to be reading this long, long list of very often interconnected
- 59:50lines. It's also super rare that you have, unlike say animation. We'll
- 59:58be right back after a word for our sponsor, and now back to the
- 1:00:05show where you have two characters in the same booth to where they can react
- 1:00:10against each other. Sometimes if it's a linear like a mini movie like times,
- 1:00:16you do that, but the bulk of it is me alone, reading
- 1:00:22line by line, and it takes days. The size of the role.
- 1:00:27Yeah, it's brutal. Now, So I mean, I'm gonna ask this
- 1:00:30question, but I have a feeling that it doesn't apply, but I'm gonna
- 1:00:34ask it anyway. How do you write a compelling hero? You know,
- 1:00:37because it all depends if it's a one kind of player thing. But like
- 1:00:43the New Star Wars whatever Battlefront or whatever it was, I just saw a
- 1:00:46commercial for you could be you could be All be Won, you could be
- 1:00:51Darth Vader, you could be a Yoda, you could be a stormtrooper like
- 1:00:54that, and those are different storylines and different perspectives and different everything. So
- 1:01:00let's say, just for argument's sake, you have one hero, how do
- 1:01:04you write one that people really connect to? Because obviously what Mario is Mario,
- 1:01:08but Link, more specifically in Zelda, is a little bit more relative
- 1:01:14to what I'm talking about, right, So we No, it's a very
- 1:01:21good question. You have to ask yourself again. It relates to what type
- 1:01:24of game is it? Right? And Link is very often what we call
- 1:01:30the mute hero. Right, He's sort of this defined sort of but because
- 1:01:36he's mute, he's kind of the tabula raza, right, And he's sort
- 1:01:39of generically good, and he's going to do heroic things because that's what the
- 1:01:45player wants. Because the more heroic I am, the more risks I take,
- 1:01:50the more rewards I get. And it's an adventure, right, I'm
- 1:01:53not having very much fun as a player if I just cower in the corner,
- 1:01:59right, I want to go out. So you have mute heroes like
- 1:02:05Link or like Mario Freeman in the Fallout, or well, Mario, they
- 1:02:10gave Mario lines starting with Mario sixty four, so he had dialogues Mario,
- 1:02:17Mario got a better age. Wait, what is a snake from Metal Gear?
- 1:02:22Snake? Yeah, yeah, like a solid snake. He's he's very
- 1:02:27verbose and you know it says all kinds of cool, tough guy lines.
- 1:02:32So he's a defined character who is not mute, and and so he's more
- 1:02:38like a action hero or like a cinematic character that we want to follow.
- 1:02:45Laura Croft, right, has lines. You know who Laura Croft is.
- 1:02:50So when I choose to play tum Raater, I know who I'm playing as.
- 1:02:52It's Laura Croft, and she has this backstory and this trauma in her
- 1:02:57life and matter of facts of this or like Drake's fortune. I was playing
- 1:03:00through the Nathan Drake series for the Nodding died. That's you know, it's
- 1:03:06like a boy. He's a male tomb raider, kind of very different,
- 1:03:09very American, very sort of cynical, but I know who it is.
- 1:03:16Then there's a third type of character. And this happens in open world RPGs
- 1:03:22quite a bit, where you the player get to help define who you are,
- 1:03:30right, and so outer Worlds is like this and Fallout is like this,
- 1:03:38where broadly your character is somebody who was born in an underground vault in
- 1:03:45this post apocalyptic world, and for whatever reason, you're sent out into the
- 1:03:51vault and sent out into the dangerous world where they have mutants and giant scorpions
- 1:03:59and every thing and have to do heroic deeds in order to solve the mega
- 1:04:05quest across the whole game. But you get to define who you are.
- 1:04:11You get to play the way you want to. It's a role playing game,
- 1:04:15so very much like Dungeons and Dragons, you get to define your character.
- 1:04:20You get to play as a kind of brutish warrior who kicks ass first
- 1:04:28and ask questions later, or you get to be a very persuasive, congenial,
- 1:04:32kind of barred character with a lot of charisma who doesn't like to fight
- 1:04:40and likes to trade and engage people that way. And so those are two
- 1:04:46very, very very different characters. It would be really hard to do a
- 1:04:53game based on Fallout because even though it's a popular game series makes millions of
- 1:05:01dollars, very very popular, there's no one central character that everybody has in
- 1:05:06common. It's very much like World of Warcraft, right, there's yeah,
- 1:05:11but Halo, but Halo horrible. Even though it looks great and it was
- 1:05:18a lot of answers. I was a fan. I felt like I was
- 1:05:23seeing the world of az Aroth, but I had no idea who these characters
- 1:05:29were in this story because that story is not my story playing the game way?
- 1:05:33Is that why there are rarely, if ever video games that translate well
- 1:05:40to to cinema. It's like, I can't I can think of I can't
- 1:05:45even think of maybe a handful and trying to lose lose escapes me. I
- 1:05:49know, Lora Croft tomb Raider the first one. It's fun, but that's
- 1:05:54very specific because it's just we know who lower Craft does and then just write
- 1:05:57a new adventure, very black lack Holms. But why is like Doom and
- 1:06:04God, there's so many bad ones Warcraft? I think I think I think
- 1:06:09there's a lot of reasons for that. I think that with World Warcraft.
- 1:06:15Uh, you know, first of all, that was Duncan Jones uh directed
- 1:06:18that. You know, they David Bowie's son. You know, he came
- 1:06:24off of Moon, which is a great little you know, it's a little
- 1:06:29thing, little anything, and you know, it's like what Hollywood did to
- 1:06:32Josh Trank. He does his great little Anie things like here, let's give
- 1:06:36him too much money, and he and and all the expectations with that money,
- 1:06:43and they will get into trouble. I think that, Uh. I
- 1:06:46think that there are good video game movies. I haven't seen the Sonic movie.
- 1:06:55Love the Sonic Movie felt satisfied. They felt like it was fun,
- 1:07:00and it felt like But it's a character though that like, and that's it.
- 1:07:03Sonic is not a very deep character. And you're defining in question even
- 1:07:10further. You know, you asked video game movies, and that was a
- 1:07:14video game movie found a giant audience. I think, yeah, but then
- 1:07:23we have Super Mario Brothers. Well we no, No, that happened so
- 1:07:31long ago. That's why we don't have a Zelda movie now. It's because
- 1:07:34of that movie. It's why people you know, look, it's an evolving
- 1:07:40This is an evolving medium, and we as filmmakers have been trying to figure
- 1:07:47out how to adapt video Well. First of all, we're trying to figure
- 1:07:51out what is it that makes this game so popular and what can I distill
- 1:07:58out of that to make it create natively successful movie as opposed to just a
- 1:08:02marketable movie where I'm just borrowing the IP right, right, And that's what
- 1:08:09doom. That's what all of the ones that you know, the famous kind
- 1:08:13of failures. You know, is, hey, this is popular with the
- 1:08:17kids. We're trying to sell tickets to kids. So let's make street Fighter
- 1:08:21the movie. Oh hey, Mortal Kombat, though it doesn't age well.
- 1:08:29I've never seen those, but those were some of the better ones. Oh
- 1:08:32no, Mortal Kombat still, but Mortal Kombat first one does not age well.
- 1:08:38So if you watch it now, you'll go, what is that?
- 1:08:40But but still has the greatest opening theme song for hell, I have to
- 1:08:49finally watch it. I mean, the theme song is where and then trust
- 1:08:53me, they let you know because they play it seven or eight times in
- 1:08:56the movie. They just constantly are playing it. I think that what I
- 1:09:00think that ultimately I answer your question. I think that what we're finally learning
- 1:09:04is that what makes these games popular and can translate into a creatively successful movie
- 1:09:13creatively and commercially is either the central character or the In Sonic, it's the
- 1:09:20central characters, right, I want to have one with all the sass of
- 1:09:24Sonic, right, or in the case of Detective Pikachu, I mean,
- 1:09:30it's Ryan Reynolds playing Pikachu. That's funny. But also I got to finally
- 1:09:38see the world where the Pokemon live side by side with the humans, and
- 1:09:43that was such a delight as somebody who you know, I played Pokemon twenty
- 1:09:47years ago with my wife. It's why we don't have children, but we
- 1:09:53have all the Pokemon. We'll be right back after a word from our sponsor
- 1:10:01and now back to the show. So it was great for me to finally
- 1:10:08see in beautiful, fully rendered three D all of these Pokemon existing next to
- 1:10:13human beings, kind of as has always been the promise of those games,
- 1:10:17right, And I kind of compare it to when I was in film school.
- 1:10:21We were always told that B novels make a movies, Right. Some
- 1:10:28of the best, most beloved movies were based on kind of B novels,
- 1:10:32programmer novels of James N. King, Right, Postman Always Rings Trice and
- 1:10:39stuff like that. Not a high literary novel, but a pot boiler,
- 1:10:44something that's a page turn something work. It's very plot driven and it's got
- 1:10:50a lot of twists and turns, and you know, a yard those make
- 1:10:56good movies, not ulysses by James Joyce. Why don't we have our Ulysses
- 1:11:02movie, right, Okay, right, you follow, And so we're slowly
- 1:11:10kind of figuring that we're trying to figure out what is it about a movie
- 1:11:15that's gonna we can pull out those elements and create something that doesn't just service
- 1:11:21the fans of the game, but also makes the world apprehendible and enjoyable for
- 1:11:28people hard fans of the game. Two of my biggest disappointments is I would
- 1:11:32love to see a great Halo movie, right, and Misoft has been trying
- 1:11:36to get a Halo movie done for years and they keep you know, Neil
- 1:11:40Blowcamp was attached to Peter Jackson. Yeah, maybe Peter Jackson, and that
- 1:11:45would have been awesome. And also, you know BioShock, which is you
- 1:11:51know, if you have not played a game in forever, I would send
- 1:11:57you right at BioShock because Jane like Ulysses by James Joyce. It's one of
- 1:12:03the first games I would point to nowadays as saying this is art. This
- 1:12:10is a very interesting dystopian sort of action adventure game. But it's also on
- 1:12:17a meta level, a commentary about the relationship, the manipulative relationship between the
- 1:12:26game designer and the game player. Okay, so it has layers, it
- 1:12:30has a philosophical element to it, and it stays with you. It's really
- 1:12:34interesting, and you experience this not by watching a lot of movies, but
- 1:12:40by actually playing the game and experiencing this world and going through the twists and
- 1:12:45turns of the levels and the plot. And I would love for there to
- 1:12:50be a BioShock movie, but I just said to you, part of what
- 1:12:56makes BioShock great is the experience of playing it and being passive and watching I'm
- 1:13:03actor or actress going through the story is not going to be as emotionally.
- 1:13:09In fact, pactful is not going to approach what triggers me to call it
- 1:13:15art as much as actually playing the game. So I want to ask this
- 1:13:19question because even I that I mean, I'm again, I'm not very deep
- 1:13:24into the video game culture as I was back in the day. But Metal
- 1:13:28Gear and the creator of metal Gear, I even know about that guy.
- 1:13:35It's almost mythical, right, He's almost mythical at this point, like when
- 1:13:40they make movies about game designers. He's the archetype, you know, like
- 1:13:45and like there's so much myth around him. And I remember playing metal Gear
- 1:13:49one on Nintendo and I think he was part of He's always been part of
- 1:13:53Metal Gear right, right, So it's like this story that's continued even from
- 1:13:57the back in the Nintendo days, all the way to these things. And
- 1:14:00every time there's a Metal Gear movie show that comes out or a game that
- 1:14:02comes out, it's, you know, everybody's dying to play it. What
- 1:14:06makes it so beloved as a story because on a story standpoint, what makes
- 1:14:13it so beloved or is it all gameplay? I think it's you know,
- 1:14:17he's an interesting character. I mean, this is a great question because I
- 1:14:23didn't play the early top down metal Gears. My first Metal gearstal metal Gear
- 1:14:29Solid on PlayStation, which was you know, the First Move, the first
- 1:14:34game, not one of the very first games where all of the guys that
- 1:14:42I worked with at Mattel and they played every game like, oh man,
- 1:14:47this is this is finally a movie that you play. And Kojima is very
- 1:14:53vocal and very transparent about how he loves movies and he's a kind of a
- 1:15:00frustrated film director, and so he tries to make his games as cinematic as
- 1:15:04possible. And so I bought Metal Gear Solid. I put the disc in
- 1:15:09bah blah, blah blah blah. And it begins with Snake fucking to his
- 1:15:16handler over the radio back at headquarters while he's being injected into the dangerous space
- 1:15:23and he has to infiltrate this base and it's happening very slowly in real time,
- 1:15:28and we're seeing credits during that opening sequence like we would in a movie,
- 1:15:33and we're seeing very carefully selected I mean, all of this stuff is
- 1:15:36storyboarded by Kajima and his team to seem as cinematic as possible, and they're
- 1:15:45you know, I haven't played many of the later Metal Gears, but part
- 1:15:50of that brand is the dialogue, to your point about dialogue, And even
- 1:15:56in Melgear Solid, most of the time you are Snake and you're in the
- 1:16:02bass, infiltrating the bass, so you're taking out bad guys slowly because you're
- 1:16:08sneaking around. It's a spy game. It isn't a run and gun game.
- 1:16:13But what makes it seem like a deep story is he's always talking to
- 1:16:18his hand on the radio, to his handler or his mentor or you know,
- 1:16:27the old krusty colonel who has seen it all, done it all,
- 1:16:30or the technical person who's going to advise him on technical stuff, and there's
- 1:16:36every one of these characters seems like a fully motivated, dimensional character, and
- 1:16:45Snake starts flirting with somebody, you know something young girl in the office and
- 1:16:48everything like that. And so it's kind of like you're playing a video game,
- 1:16:51but you're also listening to a radio play, even though the dialogue is
- 1:16:57represented by the text play up on screen and two little semi animated vignettes of
- 1:17:03the character, so you can keep track of who's saying what. But you
- 1:17:09feel like you're, I don't know, in a movie, but you're definitely
- 1:17:13involved in a drama, you know, a radio drama with visuals, and
- 1:17:19that's something that he's been able to deliver on that level of narrative engagement for
- 1:17:29twenty years now, twenty five years now, thirty years going back to the
- 1:17:33metal gear. Yeah. Yeah, So so you know, he's he's one
- 1:17:40of the people that has launched he's been so creatively successful. He's launched an
- 1:17:45entire generation of people that want to make video games just like ogimas on and
- 1:17:50just as story driven in just as cinematics. He's the Spielberg, He's the
- 1:17:55Kubrick, he's the Scorsese, he's close. Yeah, he's one of those
- 1:17:58guys. He's he's on he's on Mount Rushmore probably yeah. Yeah, and
- 1:18:03now it's so he's been able to combine. So the reason I asked is
- 1:18:06because he is one of the more the most more passionate players. Really like,
- 1:18:14if you love metal gear, you love metal gear and you follow it,
- 1:18:17I mean you go back to play the original and you follow it all
- 1:18:20the way to where it is today. Because there is a storyline that's continued.
- 1:18:26He seems to have combined one of the one of the few that's combined
- 1:18:30the cinematic experience with awesome gameplay. So it's the best of both worlds.
- 1:18:35But the way he does it is very unique, Like you're saying, he's
- 1:18:40talking to someone and it works within the genre of game, like that wouldn't
- 1:18:46work in another genre, or it could be difficult. Yeah, I think
- 1:18:50that his choice of game and story genre. The game genre is action you
- 1:18:58know by film of the story genre is espionage thriller like Tom. You know,
- 1:19:04he's in Tom Clancy territory. And I think that that works. But
- 1:19:10it's not a it's a it's an experience that's informed by cinema, but it
- 1:19:15is not purely cinematic because in video games you have what we call HUD heads
- 1:19:21up display or ux UI user interface meaning and I'm not just talking about like
- 1:19:30the health bar around the edges of the screen, but early days, the
- 1:19:36bad guys, the patrol guys that he was supposed to get around, they'd
- 1:19:42be patrolling their path and if they heard you, they would get this exclamation
- 1:19:47point. That doesn't happen in real life. I tried, We'll be right
- 1:19:56back after a word from our sponsor, and now back to the show.
- 1:20:04And yet we buy it because the surreality of the video game, right,
- 1:20:10We accept that because we need that information because it helps us play the game.
- 1:20:15It's just on a story stell on a storytelling standpoint, it seems to
- 1:20:18be a really interesting combination of more traditional narrative storytelling mixed with really wonderful,
- 1:20:28wonderful gameplay. So so I have to ask this question. So I'm a
- 1:20:31screenwriter. I've I'm writing screenplays and I want to write video games. I
- 1:20:39want to get into the business. How do I go about it? What
- 1:20:43do I what's step one? Besides by your book? Besides by your book,
- 1:20:46obviously, thank you, thank you for Amy yeah, by Slay Dragon.
- 1:20:53I got my copy right here. Story. Okay, there we go.
- 1:20:56Now we're SYNCD up for It's also available in China, so I've Actually,
- 1:21:02it's cool, Keith and I have written a book I can't read.
- 1:21:04Nice but no, if you know that very first class how this whole book
- 1:21:14started was Keith and I taught a class at UCLA Extension. That class was
- 1:21:18filled with mostly screenwriters who had that very same question. And it's tough because
- 1:21:27you can't Okay, if you're already an established writer, Okay, if you're
- 1:21:35signed with you know, one of the big agencies, you can ask your
- 1:21:42agent to go set them up with the interactive agent and have that conversation.
- 1:21:46You can announce to your agent you're managing a creative team. I want to
- 1:21:49move into video games. How do I get this down? So it is
- 1:21:53possible, if everything works right, for you to get a lubricated path there.
- 1:21:57But for the rest of us, it's a challenge because if I'm a
- 1:22:03fledgling screenwriter, I can take my specscript and enter it. What the low
- 1:22:11hanging fruit is festivals, right, I can go into screen festival, contest,
- 1:22:15screen around contests and festivals and do some things to try to get some
- 1:22:19heat around my screenplay and hope that I get representation. So with games,
- 1:22:27the good news is you don't necessarily need representation. There are jobs for game
- 1:22:30writers, but they're going to be looking for samples of work. If you
- 1:22:34don't have those samples, writing a spec game is first of all, that's
- 1:22:39off the table because remember, you need to right and it's too much,
- 1:22:45it's too much of your time relative to what the person is going to need.
- 1:22:51So there's a couple of things you can do there are leveled. First
- 1:22:59of all, if you're expecting to play to get a job writing games without
- 1:23:03having played games, forget it playing Okay, you just need to you know,
- 1:23:10it would be very arrogant for me, as somebody who's been working in
- 1:23:15games for years, to go to Hollywood and say, well, I've never
- 1:23:19seen movies, but please hire me to write a movie, right, okay,
- 1:23:24So start playing games, you know, and we have a list in
- 1:23:31the book of like you know, here's here's where you should begin your journey,
- 1:23:36right and the So, first of all, start playing games, and
- 1:23:45you're gonna you're not gonna like every game, just as if you're gonna be
- 1:23:50a screenwriter's not gonna you don't like every movie, right, you don't even
- 1:23:56like every type of mute movie. You're gonna like the stuff that you're payingquestion
- 1:24:00about. There's going to be stuff that you're not interested in. Lean into
- 1:24:02the stuff that you're interested in, and depending upon the game, there might
- 1:24:09be a level editor, or there might be some path to creating content for
- 1:24:15that game, and some of that content can be narrative. Okay, I
- 1:24:19don't know that this is true anymore, but there used to be a game
- 1:24:26called never Winter Nights and for years BioShock that developer. If you wanted to
- 1:24:31get a job as a writer for BioShock, that'd be like great. Go
- 1:24:34download never Winter Nights, which was a Dungeons and Dragons based of RPG.
- 1:24:43Play the game, then download the level editor, and put together your own
- 1:24:47little dungeon crawl. Okay, using all of the tools, all of the
- 1:24:53assets. What you're going to add to it is what happens when you're going
- 1:24:58to script the le meaning you're going to create the story the way a dungeon
- 1:25:02master in D and D is a storyteller. Right, You're going to create
- 1:25:06that, put that together, send it to us and we'll take a look
- 1:25:10at it and we'll see if you've done anything interesting or not. I don't
- 1:25:13know that that's available anymore, but there are games where you can create your
- 1:25:19own content within the game engine that the uh that the actual developers did,
- 1:25:28so you can. It's kind of like, uh, the analog analog.
- 1:25:31There's like writing a spec sitcom episode of your favor right right. They want
- 1:25:36to know, do you get the world? Do you get the characters?
- 1:25:40Can you write jokes in their voice? All of that? Right right?
- 1:25:44Or there's there's a program and it's free called Twine t W I n E.
- 1:25:56And it's essentially an engine for doing branch path stories. Right. That
- 1:26:03is an extremely exciting tool. It's what I use for my interactive storytelling class
- 1:26:11that grew out of the of the book, and it's something that has a
- 1:26:16application applicability right now, because we're seeing Choose your Own Adventure multiple path films
- 1:26:26now show Networks. Okay, you know we haven't talked about Vandersnatch or its
- 1:26:31forerunners or the latest one in Timmy Schmidt's Unbreakable Kimmy Schmidt, which was a
- 1:26:38delight, right, It's just amazing, And that's a proof of concept of
- 1:26:45something that you know, I've heard people talk about it. I've been talking
- 1:26:48about it since I was in grad school, which is like, when are
- 1:26:53we going to have an interactive movie? Well, now, thanks to Netflix,
- 1:26:57we have and they put a lot of money into the technology and now
- 1:27:00they're just waiting for content. You know, we are now we have viable
- 1:27:06proofs of concepts of what's an interactive movie or an interactive TV episode? Like
- 1:27:13right, the best of the best I am told is the Minecraft Interactive Story
- 1:27:19because that one goes on for a long time. You can get through the
- 1:27:24Kinney Schmidt in about a half hour if you don't do a lot of backtracking,
- 1:27:29even though they do backtracking for you for comedy's sake. It's hilarious.
- 1:27:35The is the Minecraft. Just just search on Minecraft in Netflix and you will
- 1:27:44have this very deep interactive story in the Minecraft universe that really feels like you're
- 1:27:51playing an interactive game. It's amazing that same sort of choose your own adventure
- 1:27:58branching path and aerator if you can do tonight with Twine, this is a
- 1:28:02plug. There are a just Google Twine. I think their website is twinery
- 1:28:08dot org. Is it a free service. Is it free or no,
- 1:28:12it's free, it's free, and then just add into your mind stuff like
- 1:28:16that. But the this is absolutely free, and so you can get going
- 1:28:20for free. And there are other sort of interactive tools like that. But
- 1:28:25Twine is sort of like the Big Daddy and just putting together a little story.
- 1:28:32Okay, because you're a screenwriter, right, you can do pros.
- 1:28:36You can do a dialogue scene, do that, but give me some branching
- 1:28:42path and make it meaningful. You know, we all, especially people of
- 1:28:49a certain age, look back at the Choose your Own Adventure games as Oh
- 1:28:54they were such fun. Yes, because we were kids and we didn't no
- 1:28:58idea better. But I mean, in terms of deep storytelling, the genre
- 1:29:03was in its infancy, and the whole point was to kind of you know,
- 1:29:08you were playing kind of a book as a toy. It's like,
- 1:29:11okay, well I'm going to go to the left path. You were eaten
- 1:29:15by a tiger. Oh well, go back to the beginning. Right.
- 1:29:17There wasn't a lot of meaning there. Yeah. No, Now, well
- 1:29:24now twenty years later, three years later, how can we use this medium
- 1:29:30of branching storytelling for something that's meaning full, that has an emotional impact on
- 1:29:38the player, right or the viewer right. And so if you can put
- 1:29:43together a you know, essentially interactive short story, put two or three of
- 1:29:48those on your portfolio site. We'll be right back after a word from our
- 1:29:55sponsor, and now back to the show. There are there's a places out
- 1:30:10there that where there are readers that love to read this stuff. Building yourself
- 1:30:15a following on like fan fiction sites, they have interactive fiction sections where you
- 1:30:23can put that, or you can just you know, sit in as a
- 1:30:27sample. You don't have to publish it. You can send it in as
- 1:30:30a sample. When there's a game writing or a narrative design job, or
- 1:30:34another job you can look for is content designer or a quest writer. You
- 1:30:40know, they're looking for people that understand interactive storytelling on top of linear storytelling,
- 1:30:48right. And you know, the the reason that I got so passionate
- 1:30:54when I got into video games is I felt like I had a handle on
- 1:31:00screenwriting traditions and what criteria we use to tell an engaging cinematic story. Let's
- 1:31:09see if we can't bring emotional engagement and the storytelling parts of video games up
- 1:31:15a little bit and make it meaningful, make it moving right, And that's
- 1:31:26at the end of the day. That's it. You know, do you
- 1:31:28have something interactive doesn't have to have graphics attached to it. That's not your
- 1:31:31job. But can you do something in that basic choose your own adventure format
- 1:31:38that if I spend ten minutes, you've surprised, You've surprised me, you've
- 1:31:44engaged me. You know, you've done all the things that a good screenplay
- 1:31:49should do if you want to get noticed. Right, fair enough, Now,
- 1:31:54one last question before I ask you a series of questions. I always
- 1:31:57ask Oregon Trail, is that like the first narrative story and when did that
- 1:32:05come out? That was? Like? That was early dots. It's one
- 1:32:11of the first, and it's one of the first, you know, on
- 1:32:13purpose constantly educational gits of software. But probably the first story game is Colossal
- 1:32:24Cave Adventure or Adventure was the name of the name of it when I played
- 1:32:30it on a mainframe computer. Part of the problem of being my age teaching
- 1:32:35history of games is I have to do a lot of table setting with college
- 1:32:40kids today who don't know what a mainframe computer is, don't know what a
- 1:32:45teleprinter is, right, they barely know what a CD RAM or a floppy
- 1:32:51disk, is right, But that was the one that was the text parsing
- 1:32:56game where it had kind of a a medieval fantasy is kind of saying,
- 1:33:02yeah, you know, you you see a tree with a door in it.
- 1:33:06Look door that I don't understand what that means. Look door, you
- 1:33:14know, and you have to tell the computer and basically play a guessing game
- 1:33:17as to what words it wanted to know that would unlock the next little chunk
- 1:33:23of story. The door magically opens. It's dark inside, but you see
- 1:33:28a lamp on the table. Light lamp. You don't have any matches,
- 1:33:31you know, and you cannot get people to play this game thirty years later
- 1:33:38because it's so absolutely frustrating. The back in the late seventies where we had
- 1:33:43nothing but time waiting for the bombs to fall, you know, you had
- 1:33:47the patience to like have this conversation with this computer to try to have it
- 1:33:54tell you a story bit by bit, and an Oregon trail came through for
- 1:34:00five years later. All right, So I normally the first question I always
- 1:34:03ask us, how what advice would you give a screenwriter trying to break into
- 1:34:06the video game business? But we've already kind of covered that. So what
- 1:34:11is the lesson that took you the longest to learn, whether in the film
- 1:34:14industry, the game industry, or life. Well, jeez, doctor,
- 1:34:20how much time do you have? Yeah, I think it's I think it's
- 1:34:28to trust myself right, because I have really good instincts when I don't get
- 1:34:34my own way right. And so that whole it took me years. But
- 1:34:41I stopped like writing something, and then I couldn't wait to show it to
- 1:34:45somebody because I needed a paddle on the head. I needed validation. I'm
- 1:34:49getting much better about yeah, objectively, this works or this doesn't work right.
- 1:34:57And I did that through a lot of painful theory that was very expensive
- 1:35:00over years, but also just you know, listening to podcasts like this one
- 1:35:06and reading articles about writing process right, and I remember I wish I could
- 1:35:15remember who it was and give them credit, but they said, no,
- 1:35:17I won't read your goddamn screenplay or something, because you should know, you
- 1:35:23know, if it works for you, if it's working, send it out.
- 1:35:27And so I even stopped having like my girlfriend right now, the only
- 1:35:31the only person I ever sent something to to read, because it's just become
- 1:35:36a life habit is Keith, you know, and part of part of the
- 1:35:42joy of writing this book was collaborating with him finally instead of just you know,
- 1:35:47him logging at my stuff for me giving notes on his stuff. But
- 1:35:50yeah, just trusting yourself and three of your favorite video games of all time.
- 1:36:00That's like asking your three favorite children. Yes, each special in their
- 1:36:04own way. BioShock, BioShock is one of them. BioShock. Yeah,
- 1:36:09okay, we'll go with BioShock and the Fallout franchise, because Fallout one was
- 1:36:17brilliant when I played it when it first came out twenty years ago. But
- 1:36:25Fallout three I really spent a ton of time in and just loved that world
- 1:36:30and found that story very poignant. And Liam Neeson is the is your dad,
- 1:36:36and the whole mega quest is your dad abandons you as a child and
- 1:36:41you need to go find out why, and so probably that And then the
- 1:36:48third one, believe it or not, is not World of Warcraft. Even
- 1:36:53though mad respect for World war Craft. It's this amazing thing that has gotten
- 1:36:58so big that in order to be a viable Warcraft player, I just can't
- 1:37:02do all the other stuff I have to do. Right, You're pretty much
- 1:37:06in that Warcraft lane is StarCraft. I played the heck out of StarCraft because
- 1:37:17I played Warcraft too. These are real time, real time strategy games.
- 1:37:21They're basically army raising and building strategy. And StarCraft had because I'm a science
- 1:37:30fiction fan. StarCraft was Warcraft in space with such you know, and Blizzard
- 1:37:35Entertainment did such a great job of world building. They're great pasty shores at
- 1:37:43Blizzard, or they used to be, where nothing they do is original.
- 1:37:47What's original is all the ways that they've combined all these different bibs and bobs
- 1:37:55and so creating these three distinct races humor colonized humans way far out in the
- 1:38:01galaxy, and the Zerg and the pro Toss, and coming up with backstories
- 1:38:06and war for all these three civilizations, and having a really compelling story with
- 1:38:15characters with twists and turns and backstabbing and reversals, and and you know,
- 1:38:21it just it really got. I loved living in that very dangerous world playing
- 1:38:30the game, but also reading the tie in novels, right, And there
- 1:38:35were comic books, and I would read the comic books and stuff like that
- 1:38:39and got expressed in a lot of different media, and so and I still
- 1:38:45haven't finished Fallout excuse me, StarCraft too, believe it or not. Part
- 1:38:49of the reason is it was released in three big chunks over a number of
- 1:38:54years, but also is like I kind of don't want to because I kind
- 1:38:59of don't want the story to be over right, So probably that now?
- 1:39:04And where can people find you and then get the book? Okay? So
- 1:39:11I'm I'm I'm on Twitter at uh at foam Candy is the most direct way
- 1:39:20to reach me. And if you're ever in Austin, I'm in Saint Edwards
- 1:39:27University. Is the director of video games and video and Development Animation. We
- 1:39:32have a brand new animation major that we're launching in the fall and I'm excited
- 1:39:39about that. But the book is available on the Michael Easy Productions website.
- 1:39:45We'll be right back after a word from our sponsor and now back to the
- 1:39:54show. And it's discounted and I think free shipping sometimes if anyone you order,
- 1:40:00But it's also on Amazon and all the ones it's on a d E.
- 1:40:06It's never Barnes and Noble Pals still kicking in the crisis and so there
- 1:40:14the you can order for pals if you're in the right region. Half Price
- 1:40:17Books has it, so yeah, it's it's super available online. Or you
- 1:40:21can go to uh uh slaythedragonbook dot com, which is Keith and I little
- 1:40:29website for the book and there's all sorts of sales links right there. And
- 1:40:32Bob, it has been an absolute pleasure. Thank you for just taking me
- 1:40:36on this kind of mini masterclass in video game writing and video game history.
- 1:40:45And I feel like busting out my old, my old Nintendo I'm super Nintendo
- 1:40:50and start playing was it gold Goldfinger, Goldfinger, Golden Night, GoldenEye,
- 1:40:56gold Night Night. Yeah? Is it? Why is that? Why is
- 1:41:00that such a legendary game? Because it was one of the first console three
- 1:41:06D shooters. You know, Doom and Quake had been around on the PC
- 1:41:11for quite some time, and this was the first implementation. Thanks to the
- 1:41:16N sixty four could do pretty good three D on the cartridge and that controller
- 1:41:24where you had a lot of control. It wasn't like a mouse and keyboard,
- 1:41:27but it was close enough, and the developers just did such a great
- 1:41:31job of translating that very early FPS kind of mechanics and making it work on
- 1:41:42a console. With James Bond, I mean, you get to hunt down
- 1:41:45an odd job and shoot him in the back for crying out loud. That
- 1:41:48was cool, But yeah, no, Goldney is a legend just because it
- 1:41:54allowed you to be able to have that FPS experience without all the expense of
- 1:42:00a land party where you had to connect computers in the same room. All
- 1:42:03you needed to do there are four control for four controller parts on that in
- 1:42:10sixty four and you and four people could be you know, playing in security
- 1:42:15camera mode on one quarter of your TV screen s, have that great deathmatch
- 1:42:20thing, you know, and from that experience. YadA YadA, YadA,
- 1:42:25YadA, fortnite, YadA, YadA, YadA, YadA, fortnite. Bob
- 1:42:31Man, thank you again for being on the show. I truly appreciate your
- 1:42:33time, my friend, my pleasure. I'll talk to you soon. I
- 1:42:38so want to thank Robert for coming on and dropping insane knowledge bombs on the
- 1:42:44Bulletproof Screenwriting Tribe today because, like I said before, I had no idea
- 1:42:48about this process and I'm so excited to be bringing this information to you guys.
- 1:42:55It's just another way that you can generate revenue and hell stories with your
- 1:43:00writing. Just another way to think about the storytelling process and I highly recommend
- 1:43:06you pick up Robert and Keith's book Slay the Dragon Writing Great video Games.
- 1:43:13It is the bible when it comes to transitioning from screenwriting for television and for
- 1:43:18film to video games. And by the way, guys, it doesn't have
- 1:43:23to be either one or the other. You still can do both. You
- 1:43:25could also write novels. You could also write short stories. You could also
- 1:43:29write ad copy, you could also write so many things. It's just another
- 1:43:33way to express yourself as a writer and hopefully generate some revenue as a writer.
- 1:43:40So if you want to link to that and anything else we spoke about
- 1:43:43in this episode, please head over to the show notes at any film also
- 1:43:45dot com, Forward slash seven forty four, and if you haven't already,
- 1:43:49please head over to Filmmaking podcast dot com, subscribe and leave a good review
- 1:43:55for the show. It really helps us out a lot, guys. Thank
- 1:43:58you again so much for listening. Guys, As always, keep that hustle
- 1:44:00going, keep that dream alive, Stay safe out there, and I'll talk
- 1:44:03to you soon. Thanks for listening to the Indie Film Hustle podcast at indiefilm
- 1:44:09Hustle dot com. That's I N D. I e f I, l
- 1:44:12M h U s t l E dot com