Professional Documents
Culture Documents
Games
The pervasiveness of gamesin cultures ancient and new, among people of all
agessuggests they are of more than casual importance. On a social level, games
are often associated with ritual occasions, just as todays sporting events often
occur on key religious and national holidays. On an individual level, there are
games for almost every stage of life, from childhood to old age.
Domenic Stansberry, award winning writer
and interactive designer
For the purposes of this chapter, a game is an interactive computer activity produced for a personal computer or an arcade console. A game
may be distributed by a ROM cartridge, CD-ROM, DVD, HD-DVD,
Blu-Ray Disc, or the Internet, for one or more simultaneous players.
Introduction
For as short a time as the game industry has existed, its impact on
the electronic media field has startled the leaders of both businesses.
With greater detail, increased settings, and complex characters and
objects, the games of today attract a growing number of adults. The
average age of game players is approaching 30, with both men and
an increasing number of women as old as their early 40s attracted to
game playing. The shift in age means games must offer more than
simple plots and repetitious violence and gratuitous sexual attacks
against women. For you, the challenge then is to maintain the feeling and historical challenge of new games without driving away
potential audiences of either the young fans or the older players.
Not only are sales of games and game machines rising, but the
increased number playing the games have become a target for
203
204
GAMES
Background
Despite its apparent short history, computer gaming may trace
its history to as early as the late 19th century, when a Japanese
playing card company, Marufuku, began manufacturing cards
for the Western world. In 1951, that company changed its name
to Nintendo, which means leave luck to heaven. On the other
side of the world, Gerard Philips in the Netherlands established
a company to manufacture electrical products of all kinds. Within
20 years, Matsushita established Panasonic. A few years later, a
Russian immigrant, Maurice Greenberg, distributed leather products to shoemakers under the name COLECO. The company
moved to manufacturing plastic items by 1940. Following World
War II, Harold Matson and Elliot Handler produced picture frames
and manufactured doll furniture under the name Mattel. A few
years later, following Japans recovery from World War II, Akio
Morita and Masaru Ibuka started Tokyo Telecommunications
Engineering Company, manufacturing battery-powered miniature radios under the name Sony, from the Latin sonus (meaning
sound). Following the Korean War, Davis Rosen began exporting
coin-operated games to Japan. He named his company SEGA,
short for SErvice GAmes.
In the 1960s, a series of young electrical engineers and a variety of
companies and universities experimented with computer games. In
GAMES
205
the late 1960s and early 1970s, Ralph Baer developed a chase game,
a tennis game, and a gun to shoot light at a screen using a platform
called Odyssey, and Ted Dabney and Nolan Bushnell designed and
built the first Spacewar. In 1972, Bushnell started Atari (meaning
check in Japanese chess), and Pong was born. By the mid-1980s,
a rash of companies entered the field. COLECO received the first
FCC permission to operate with radio frequency (RF) controls. The
Fairchild Camera and Instrument Company produced the first programmable home game console using cartridges. At the same time,
the game Death Race 2000, based on a movie of the same name, raised
the first of many public outcries over violence in games. Atari was
sold to Warner Communications and opened the first Pizza Time
Theater.
In 1 year, 1978, Nintendo released Othello, Atari released Football
using a trackball, Midway imported Space Invaders, Atari tried to sell
computers to compete with Apple (but failed), Magnavox released
Odyssey 2 (with a programmable keyboard), and Cinematronics
released Space Wars, which used vector graphics. Until 1982, the
computer game business boomed, and then the bottom fell out with
releases of badly designed games, poorly built consoles, lawsuits,
bankruptcies, and too many games on the shelves, forcing price cuts
below costs. In the following 3 years, the field began a slow recovery
as Nintendo, NEC, Atari, SEGA, and Sony dominated the field.
The 1990s saw new technology developed, which increased the
quality, playing time, and complexity of the games, and contributed superior graphics. In 1994, the Entertainment Software Rating
Board (ESRB) was established by the industry to set ratings to
overcome increased criticism of the violent and sexual content of
many games offered to young people. Arizona tried but failed to
outlaw violent and sadistic games. Congress accepted the ratings,
but it blamed the retailers for failing to police purchasers. By 1996,
Atari was out of the game business, and Nintendo, Sony, and SEGA
were fighting a price war. By the end of the century, SEGA entered
the field with Dreamcast, and Sony was talking of PlayStation2.
Everyone released pocket units, like Nintendos Game Boy Light.
Florida tried but failed to pass a law banning violent games, and
Wal-Mart refused to sell 50 of the most violent and sexist games,
but retail sales were up, and the arcade business was dying.
206
GAMES
Types of Games
Games may be classified in one of several different ways, either
by content or by their delivery system. Content classification may
include arcade, strategy, adventure/fantasy, or training games. The
content may be categorized by the level of the action, by competition,
narrative, cooperation, or solvability versus tractability. Solvability
allows a player to solve the game in a reasonable amount of time;
tractability keeps a player going and going, solving one problem
after another, but still keeping involved in the game. A game may be
designed to be process-intensive or data-intensive. Process-intensive
games concentrate on the game itself, whereas data-intensive games
GAMES
207
provide a test for the player to keep piling up points and working
against the game. Games may be delivered by arcade machines at
the mall, home systems with a computer and a controller, television receivers and controllers, handheld units, or on a computer
through the Internet.
Arcade games reflect the history of carnival games by depending
on the skill of the operator to shoot birds flying by or offering an
equivalent to a pinball machine. Pac-Man and Asteroids are examples
of arcade games. Games involving moving a figure through a maze
also fall into the arcade classification. Early games concentrated on
such techniques, partially because they were easy to design codewise,
and because they were simple for people to learn to play.
Strategy games depend on the operator using brains as much as
thumbs. The concepts are based on solving a puzzle of some type,
or else they are based on board games such as chess, blackjack, or
a motion puzzle such as Tetris Max. The game based on the Pixar
movie Cars gives the player a chance to win a race by outsmarting
the other drivers on the race course. War games like Ghost Recon
2 and games involving reconstructing countries also fall into the
strategy category. These games cover the entire range from simple
to extraordinarily complex, challenging those who play them to
raise their scores or to attempt a higher level of accomplishment.
The line between adventure/fantasy games and strategy games is
blurred. The basic concept behind an adventure/fantasy game is to
set the game in an environment or location that is wild and dangerous, perhaps in an unrealistic past or in a science-fiction future. The
plots of the adventure/fantasy games depend more on characters
and story development than strategy games, but share the concept
of using the operators skill to attain a multi-level goal or to defeat
an antagonist or army of antagonists. Star Wars: Clone Wars falls into
the adventure/fantasy category.
Games designed specifically to train the player have been produced
over the years for government agencies, especially the military.
Health care, emergency response, religious, political, and professional organizations use games to train large groups of employees
with specific tasks that may be too dangerous or too expensive to
208
GAMES
GAMES
209
210
GAMES
characters are critical, but some of their background helps the players understand how the characters may act toward or react to other
characters and their environment and to their specific actions.
You must work out the overall setting of the game, along with the
setting of each scene, at this point in the treatment. Without an accurate description of where the action takes place and what the scene
looks like, everything that is included in the scene will determine in
a major manner how the action may move forward. Keep in mind,
each new scene reached by a branch on the flowchart needs to be
described.
Figure 8.1. A single frame from a game requiring one line of code may
GAMES
211
Old LM: Excuse me sir that weapon you hold in your hands belongs to me May I have it
back?
Haxan: Huh?
Haxan is confused to see one of his enemies, a Lizard Man, ask him to return his weapon. Haxan
also wonders why the old man is wounded and tired.
Player Choices:
1. Return the sword
2. Keep the sword
3. Kill the old man
1. Haxan trusts the old man and returns his sword.
Haxan: I dont know who roughed you up but you look like you need this more than me. Here,
take this sword back old man.
Haxan returns the sword to the old man.
Old LM: Thank you this sword isnt my finest piece of work, but its better than anything you
will find out here. In case you are wondering who I am, my name is Chip, and I am a blacksmith,
just like you.
Haxan: A blacksmith?
Chip: Yes, a blacksmith. Forging weapons is the only thing I know. When that Shaman showed
up he gave me a job, but when I found out what he was up to I quickly planned my escape. I
barely made it out alive.
Haxan: I see. Well, now that youve escaped, what do you plan to do?
Chip: Im going back to my old hut. I dont have much to work with anymore, but I can try to
forge something powerful with what I have.
Haxan: Well, good luck with that.
Chip: Here, Ill write down directions to my hut. Come by when you can and I will give you
special discounts on my wares for helping me.
Haxan: Thanks. Ill be needing your help.
Chip: See you there.
Chip walks into the woods.
2. Haxan likes the sword and decides to keep it.
Haxan: Sorry old man, but Im sure I can make better use of it than you.
Figure 8.2. Game scripts take many different forms, depending on the
individual writer or the game studios method of operation.
212
GAMES
Script Formats
As with any new and developing media form, the scripting process
for games fluctuates as new writers and developers enter the field
and as new technologies and methods of producing games change
approaches and the final form of the game. No universal script format exists for games, but as with visual scripts, the basic needs of
the programmers are fulfilled by semi-standardized formats. All
of the visuals, actions, narration or dialogue, graphics, and character descriptions must appear in a logical and, where necessary,
chronological order in each branch. Branching diagrams are part
of, or perhaps even the entirety of, the total script, depending on
the complexity of the game. The script may be an Excel page with
columns listing a file number for each line of action, scene,
dialogue, sound, and choices, as well as a final column for instructions to the developer. A game may have as many as 60,000 lines.
An alternate method uses a scriptwriting program that provides
four columns: two storyboard columns, one column for audio, and
the fourth for visual instructions.
An adaptation of the single-column format, used for theater and
television drama, fulfills most of the requirements of a game script,
GAMES
213
214
GAMES
definite story line other than in the imagination of the player. For a
game story to succeed, you must create a maximum of action since
the only way an operator can interact is by making changes in the
movement, positioning, or action. Too often, games rely on violence
to provide the action; action does not necessarily require violence.
A puzzle games only action is provided by the player making
moves or sitting and thinking about the next move.
Each game is based on a series of major action events. An action
event may be a meeting between characters that leads to a conflict,
resolved by a series of other actions, leading to a crisis of one
character defeating the second character. Game plots depend on
creating a fantasy, developing a metaphor between reality and the
game. This may be developed through the narrative as written by
you or by a narrative that is developed by the player through the
players imagination. The interplay of the two narratives become
the dynamic of the game, building interest and excitement, or else
leading to boredom on the part of the player. You may write the plot
so that the player may take on the personality of one of the characters
(an avatar). In these games, the player operates the game to reach
a point with a series of goals, overcoming a series of obstacles set
by the developer, eventually ending the conflict, or else the player
manipulates the character as a third person who is not personally
involved in the action. The conflict may be between characters,
caused by object, or even caused by nature (e.g., a tornado, a volcano
eruption, or a storm at sea). Each step of the game needs to have series
of goals to be reached by resolving conflicts, in the end reaching the
ultimate goal or solving levels of difficulty that are awarded with
scores or a new and higher level of challenge. Each goal is a crisis
that must be solved before moving on to the next level of the plot.
There may be times that you will be handed an assignment to write
a game that must match new technology offered by the studios latest engine. The developer is less interested in the plot or story than
in showing the maximum abilities of the new program.
In order to complete the physical action of writing the script, you
may need to start with sketches, a simple storyboard, and a list of
goals and planned levels. A flowchart at this point would be helpful
GAMES
215
to keep track of how you will follow the story line. As you follow
the treatment in developing the script, at each stage possible play the
game to determine if it works, if it can be played, if it will hold
the interest of a player, and if it will accomplish the goal you set in
the premise. Keep in mind that at every stage, you will need to make
modifications and changes to make the game work. Of all media
writing formats, game writing requires the greatest amount of adaptability and willingness to rewrite as the process moves forward.
Summary
Despite a relatively short commercial history, the studios and game
concepts started over a century ago. As the technology, basic computer sciences, and game systems evolved, some were adopted and
succeeded, while others failed. The field now concentrates on three
game types: adventure/fantasy, strategy, and training. The most
popular games concentrate on violent action in war, sports, and
crime games. Controversy over excessive violence, especially against
women, has led to unsuccessful attempts by states to control game
content and sales. The industry countered with a rating system that
has failed to solve the problem of keeping violent games from young
people because of the lack of cooperation from retailers.
Writing games is more complex than the writing of any other
media genre or format due to its dependence on interactivity.
A quality game will offer the player a multitude of options for
actions for the characters and a multitude of reactions to every
action followed. Scripts may be created on an Excel sheet, with
columns of each source for every line of action. Standard script
formats of either single- or dual-columns, usually with the addition of at least one extra column of storyboards, also are used for
games. A flowchart showing all options and paths also may be
used as a script format.
The writer is a member of a collaborative group of people with
interchangeable skills, working as designers, artists, developers,
programmers, and a producer, under the guidance of a publisher
representing the company or studio.
216
GAMES
Be Sure To
1.
2.
3.
4.
5.
6.
7.
8.
Exercises
1.
2.
3.
4.
5.
6.
Additional Sources
Print
Aheam, Luke. 3D Game Textures: Create Professional Game Art Using
Photoshop. Boston: Focal Press, 2006.
Bucy, Erik P. Living in the Information Age: A New Media reader. 2nd ed.
Belmont, CA: Wadsworth Publishing, 2005.
Crawford, Chris. Chris Crawford on Interactive Storytelling. Berkeley, CA:
New Riders Games, 2004.
DeMaria, Rusel, and Johnny L. Wilson. High Score! The Illustrated History of
Electronic Games. New York: Osborne/McGraw-Hill, 2002.
Gauthier, Jean-Marc. Building Interactive Worlds in 3D. Boston: Focal Press,
2005.
GAMES
217
Web
www.advancedgaming.biz
www.awn.com
www.breakawaygames.com
www.dodgamecommunity.com
www.educationarcade.org
www.kelloggcreek.com
218
www.legacygames.com
www.objection.com
www.seriousgames.com
www.vfxworld.com
www.visualpurple.com
GAMES