Writing “The French Inn” – What I Learned About Writing a Game

As you might know, I’m currently working on an iPhone interactive short film/game called “The French Inn.” I’m acting as producer on the project while a talented team including artists, voice actors, an animator, director, sound designer and programmer are all making it come to life. I’m also the game’s writer, and wrote the dialog and designed the interactions and the progression of the game. While what I did was nothing compared to the scope of most games, I did go into the project with certain notions and I learned things that I figure could be useful to anyone who’s interested in writing interactive projects.

Gameplay and Story Work Together

Dialog isn’t the only way you can deliver a story. Neither are cutscenes.* When I made my previous interactive project, a 3-screen whodunit you can try out here, I used both audio of suspect interviews and items (visual, text and audio clues) to let the player try to determine who the culprit was. With that project, you had to take both the interviews and the items into account to make your choice. Because of this, you were pushed, if not forced, to listen to a suspect’s interview before looking at their items.

For “The French Inn” (which I’ll refer to as TFI to keep things short and sweet), I brought back the concept of delivering the story though items and interviews but I made it work differently. While the gameplay sometimes requires the player to use or get a certain item, other items in the game are just there to add to the world. An example is the a plaque in the Inn’s washroom. On it, there are rules for how guests of the inn should act (See image).

None of what’s there is crucial for the player to know to move forward in the game but reading it does give a pretty clear indication to the player that this isn’t a typical inn. I wanted to have some extra items and elements like the rules to offer curious players something extra to enjoy and to give the setting a bit more depth.

While I wanted give the setting room to grow beyond the plot, I also wanted to make sure that the story could be understood even when the player does the strictest minimum to play through the game. This is why, during the conversation segments of the game, where the player can ask non-playable characters certain pre-determined questions, the player cannot progress without asking every possible question and seeing the complete answers. Working off the assumption that the player is actually reading what’s on-screen, they will have gotten all I intended to convey or tell them by the end of the game.

And on top of all of this, there are cutscenes. While the game could have worked without them, it could have made the whole experience rather dull. The cutscenes include mostly the more action-intensive parts of the game, things that simple text stating [Character gets shot] or [Character is mad] can’t quite convey as effectively as seeing an animation of a character get shot or hearing a voice actor playing a character getting mad can. At the same time, the interactivity is integral to a good game. And there’s nothing quite like that feeling of figuring the next step in a game on your own. Cutscenes do add great production values to a low-budget game but letting the player enter a complete world and work their way through it is often better at making it all feel real.

Know Your Limits

If you’re working with little time and a small budget, like I had to work with, it’s very important to think about the limits of your production. It’s always easy when you’re just in the writing stage to not quite grasp how much work it might take to develop what you’re writing into a working game. This is probably even more true if you aren’t the person developing your game and you don’t have programming skills. You need to think about some time-saving measures as you write and design your game. One way to save on work would be to put emphasis on things you know how to do. If you’re more skilled at visuals or animation, putting a bit more of your story in the cutscenes might be a good idea if you think it will ultimately result in a better end-product or if you know you or your team will be able to create cutscenes more easily than other parts of the game. It’s just another thing you need to factor in when looking at the other storytelling possibilities I explained above.

Thinking of the game’s setting is also important. Since we would have very little time to make a complete game, I knew early on I couldn’t make a large, expansive universe for TFI. Because of this, the setting for TFI is… well, just one inn and the surrounding areas. To keep the story interesting and expansive, however, the backstory here is that all sorts of people come and visit the inn and it’s not in the safest of places. But how can you show this if the only play area available is the inn itself? On top of that, TFI is only about one pair of visitors who come to the inn. How can you show the eclectic group of people who apparently come by at other times? Well, you do it with stuff like the rules and you use the cutscenes to full capacity and show a lot of action in them. You can even do it with the characters. The Innkeeper, Leo, is young but he’s also bitter, angry, skilled with weapons, and has made many enemies. In other words, he’s had to deal with a whole lot of things despite the fact he’s never left the inn or the forest surrounding it. His character shows that the setting is dangerous with very little need to actually show too much of that danger.

Understand The Medium You’re Using

I don’t mean “understand the medium” just in the sense that you’re making a game. That is still important, though. You do need to understand that what you’re making has to be fun and interactive and that people can get that thrill of figuring something out. What I mean is understanding beyond just interactivity but also the kind of interactivity. We didn’t just make a game. We made an iPhone game. I will admit that I kind of dropped the ball here. When I was writing and designing TFI, I was working with the assumption that it would be people in my Radio and Television program who would be doing the programming. I think, because of this, I decided to keep any kind of complex touch interactions in the game to a minimum. We ended up not using an in-school programmer and TFI ended up being a pretty straight-forward point-and-click aim-and-touch game. No finger sliding. No multi-touch. No puzzles. In a way, it was probably good for keeping the overall complexity to a minimum. Even what we made required many, many graphs on my part and a paper mountain of a project bible to make sure it worked and made sense. But it still made for a more tamed experience that doesn’t really utilize the great features iPhones, iPads and iPod touches can offer. If you do make your own game, make sure you do think about the interface people will use to play it. Making better use of that interface will only make your experience more engaging.

Make The Story Engaging Despite the Complexity

You know all those graphs and that project bible I just wrote about? Yeah, in case you didn’t figure it out, working in a non-linear medium instantly makes things much more complicated. You need to figure out how players will go through your game, know when they will interact with what and often have to figure more than one line of dialog or text for the same character or object depending on what the player has or has not done up to that point. Because of all of this, I wouldn’t quite blame someone for loosing sight of any original ideas or plans and just writing in a more matter-of-fact tone. But you really shouldn’t. See, on top of all of this stuff I wrote for the project, I also created character profiles and plot summaries. Since I knew how to make a TV show bible, I used most of the elements you would find in one and created some background details for both the characters and the plot that, as I would write and design the game, would help inform me on how I would make the characters act and make their stories progress. Delving into who the characters in your game are and how you want them to act before you actually do anything is a good way to make sure that your ideas stick with you as you design your game.

In Conclusion

Writing “The French Inn” was definitely a challenge. Trying to make a story entertaining is hard in any medium but when you throw in the extra layer of interactivity, the need to make a low-cost game in very little time and the fact this was only really the second time I’ve tried making an interactive story, the whole thing became infinitely more difficult. It’s a real mind-bender trying to get into the head of the theoretical person who is playing your game and think like them. Keeping things up to interpretation for a TV show or a movie can be seen as artsy or clever. Not thinking about the 1000 and 1 ways someone might play through your game can leave many of your future players with anger and bitter dissatisfaction. Despite it all, I think I did turn out an interesting human story with action, suspense and intrigue and I certainly hope that when it comes out (fairly soon), you will agree.

*To go into more detail on how narrative works in games, I highly recommend this Extra Credits episode on writing. I would even recommend that you watch all of their episodes on all of their topics if you want to do anything involving game creation. They’re really the quintessential resource regarding everything about the games industry.

This Week on snowy2004.com

A lot of fun stuff have been happening recently. Here’s some of them:

  • We’ve been progressing well at Forest Noir Productions with our iPhone game “The French Inn.” We have a working build of the game but we still have some bugs and corrections to do. It’s too early to give an ETA for App Store availability but if you want to keep up with the game, visit forestnoir.com or follow us on Twitter @ForestNoirP.
  • The Signal on SPIRITlive is back for a final season/semester of talking about TV. Bob Lackie, myself and new host Dexter Brown are live on SPIRITlive Wednesdays at 2PM EST.
  • I know this is like a bad New Year’s Resolution but now that I have a bit more time on my hand, I’ll try to write more here. Not quite sure what I’ll post but I have a few ideas.

Holiday Favourite Things 2011 – Portal 2

Portal 2 – Mac and PC – Steam

The sequel to the entertaining logic puzzle game offer up much of the same. Just much more of it. Armed only with a dual portal-creating gun, you’ll continue moving through Aperture Science’s seemingly endless test chambers. This time though, you’ll have even more things to interact with, including lasers, goop, light bridges and more. The puzzles pretty much always give you a sense of satisfaction when you complete them successfully, as if you just completed the world’s hardest math equation. It’s even to the point where I felt ashamed when I just can’t figure something out. But with the original Portal, the puzzles were just half of the fun. The other half was the humor and personality of the psychotic computer AI, GLaDOS. This time around, you’ll have even more weird characters including the witless orb Wheatley and Aperture founder and all-around entrepreneurial maverick Cave Johnson. And yes, good old murderous, spiteful and above all, sarcastic GLaDOS is back. The whole game is full of snarky and odd humour (like in the screenshot above). That combination of humour and puzzles makes Portal 2 worth recommending to nearly everyone.

… I still need to play co-op, though.

Holiday Favourite Things 2011 – Feedly

Feedly – feedly.com

Last year, I had Feedly for iPhone, an RSS reader, on my favourites list but only as an honourable mention. Since then, the app has gained many new features including landscape mode and iPad support. The overall performance is better too. But Feedly is worth mentioning for more than just its iOS app. The whole service, that connects to Google Reader and (apparently, since I haven’t tried) Tumblr, works with and between iOS, Android and many desktop browsers. The desktop service also gets updates often, including new feed display options and Google+ support. And it’s free (the desktop service, at least).

Holiday Favourite Things 2011 – Mage Gauntlet

Mage Gauntlet – iPhone, iPod touch and iPad – App Store Link

Mage Gauntlet is pretty decent dungeon action game. You follow the adventures of an unfortunate girl who, while allergic to magic, is able to wield its powers with the titular gauntlet. While a challenge at times (I’ll get back to that), the game has a nice retro style and fun gameplay. Not to mention the dialog is quirky and snarky. While it might not be rocking the kind of customization other games I’ve recommended might have, you do have the chance to switch some of your items up. What might have spoiled the experience a bit for me was the unbalanced difficulty I had to endure with the version of the game I started playing on. Fortunately, it appears the game has gotten some tweaking done in that regard and it might be more worthy of a look now.

Holiday Favourite Things 2011 – Law & Order: Legacies

Law & Order: Legacies – iPhone, iPad and iPod touch (soon for PC) – App Store Link

The once mighty franchise might only be reduced to one TV series but the ninjas of narrative-based games at Telltale are bringing Law & Order back with a bunch of familiar faces from various periods in the franchise’s long history. With Legacies, they offer up a well-produced and pretty engaging dive back into New York’s criminal justice system. They’ve just released the first two episodes of the multi-part series and I’ve played through the first. Gameplay-wise it’s fairly basic: you either interview or investigate as the cops or ask questions and object as a prosecutor. The performance is pretty good, even when I had it going on a TV using AirPlay. It’s a step up from the buggy Sam & Max game for iPad by Telltale I played. I only had one real issue and it was with the investigation controls (you have to keep pressed the left-right arrows for a few moments to move) but that got resolved quickly. In terms of difficulty, I struggled a bit with the police work but pretty much smoked the defendant at trial. The first episode seemed to guide you through the basics of the game so it might just be that this one is acting as the training wheels for the next episodes. Either way, the fully voiced experience was fun and witty and brought back a lot of the Law & Order feel, even having a “ripped-from-the-headlines” story. One episode is $2.99 and it took me maybe 1:45 to 2 hours to complete it. Yes, there can be multiple endings but there doesn’t seem to be much in terms of forking story paths as far as I could tell. That might seem a lot for that little but you get a full Law & Order story for that money. For L&O fans, it’s a must buy. For anyone who likes these kinds of narratives, I say it’s worth a look.

Holiday Favourite Things 2011 – Rdio

Rdio – Link (Free trial available)

I’ve been using Rdio for a few months now. Rdio is an all-you-can-eat music service where you pay a flat monthly rate and play as much as you want. I can understand that subscription services aren’t for everyone since you lose all the music you’ve collected the moment you stop paying your monthly fee. But if you want the freedom to try out new songs whenever you want (and do it legally), a service like Rdio is great. The discovery system with Rdio is not the best, however. It works mostly by following other people who are on Rdio and chances are, not everyone who influences your tastes are there. But coupling Rdio with everyday recommendations or another service like LastFM (which is mostly free) can work. Plus Rdio’s mobile device support is great with good iOS apps (as well as apps for other OSes) and the ability to download songs on your mobile devices for offline listening.

Holiday Favourite Things 2011 – GoodReader

GoodReader – iPhone and iPod touch (Link) – iPad (Link)

This might not be the most entertaining pick but when it comes to making your iDevice that much more useful, GoodReader is the app for that. It gives you the file system Apple doesn’t let you have. You can hold and view a number of different files with it; pretty much anything any iDevice can normally view. But it has extra features for PDFs: notes and other annotations that you can save and view back on a computer. There’s so much packed here in one app including WiFi file transfer and Dropbox support. They’re also pretty good at adding new features like iCloud support. I use the app pretty often.

Holiday Favourite Things 2011 – Civilization V

Civilization V – Mac and PC on Steam – Campaign Edition on Mac App Store

Civilization V is one of those games where the question isn’t “How much does this game cost?” but “How much will I lose by playing this?” The answer is countless hours. The idea here is that you’re one of civilization’s greatest leaders and it’s your job to turn your nation into the best one the world has ever seen in a number of different ways. What makes the game so badly addicting is its simple turn-based system. It reminds me as a not quite simplified but more board game-ified version of an old favourite of mine, the Age of Empires series. A good pick for simulation game fans and people who don’t mind losing hours of sleep. Steam offers you the both the game’s PC and Mac versions for one price at 50% off until January 2nd. The deal is so good, it seems nearly pointless to mention the Campaign Edition (a version with only local network multiplayer but including some extra downloadable content at no extra cost) on the Mac App Store going for a much higher price. But hey, more choice!

Holiday Favourite Things 2011 – Bastion

Bastion – PC, XBLA, OnLive (link) and Chrome

Sure Bastion is real fun to play. Like Infinity Blade II, it has relatively simple gameplay enhanced by weapon and gameplay customization. But what helps make it special is the narrative. The game’s rather enjoyable story is delivered mostly by one character who narrates throughout the whole game while you play. And the guy who does it has an awesome, gruffly voice. It’s worth a play-through. While the game isn’t available as a native Mac app, you can play it through the OnLive service or now through Chrome. Yes, the browser Chrome and it looks and works pretty well.