I finished formatting and editing Scene Two today. You can view its page HERE which again comes complete with stats, a link for download, and a cheat sheet, And for a more direct link:

Baiting the Beast – Scene Two [ckeene_script2.doc]

Today I also managed to finish the writing for scene four which puts Baiting the Beast at about 85% done. I expect to have it done and ready to send out by June 1st.

I wanted to thank those of you that have read this, but especially those who have taken the time to give me feedback. It is extremely appreciated. Right now for Scene One I need to:

Fix a typo (forward instead of foward) I’m all for dialect, but not THAT much. ;)

Introduce some narrative text before Lucian’s first line. It is a bit unclear what he is doing and why. Interestingly in my original script I did have a paragraph describing him at his desk which I axed for some reason. Looks like it will be coming back!

Scene one of Baiting the Beast is complete and now has its own page HERE. I need as many comments as I can get so if you have a few spare moments to ‘playtest’ please do. Here is the direct download link for those that don’t want to view the corresponding page which just includes a summary, stats, and a cheat sheet:

Baiting the Beast – Scene One [ckeene_script1.doc]

I appreciate all forms of constructive criticism. You can easily leave them on this post or the Scene One page by filling out the comment box. I’ve set it so that you don’t have to be a WordPress user to comment, and also so that you don’t have to have one moderated comment before posting freely. I’m hoping that will fix the bug where it was just tagging comments onto any old post.

This script will eventually be submitted to companies as the feature of my writing portfolio, so please, tear it apart.

Note that this is meant both as a straight dialogue script and an informal blocking/staging sheet. All narrative text (the text in bold black italics) would NOT be included in game; it merely describes the actions taken by the characters.

Also because this script is meant to show off writing skill, the ‘game’ itself is entirely focused on making choices and solving minor puzzles through dialogue nodes.

I thought it might be useful to add some game reviews to my blog, but not your standard game reviews. Not even Yahtzee game reviews, though I do love them. These are game reviews focusing on the writing, including story, dialogue, localization, spelling/grammar, etc.

Yesterday I snagged Daemonica from the value bin at Direct2Drive. All of the reviews said that while it was just ‘decent’ in most aspects, the story and quality of writing were quite good. I’m afraid I’m of a different opinion.

Before I start yammering on, a few lovely disclaimers:

  1. I’m not a big adventure game player. The last adventure games I really got into were the Indiana Jones one that LucasArts put out in the 90’s, and of course Monkey Island.
  2. I couldn’t find a definitive answer on whether or not Daemonica was US-made and then shipped to the Czech Republic, or whether it came from the Czech Republic and was localized.
  3. So far I’ve only played through Acts I and II of this V Act game.

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Recently Bioware decided to allow applicants for the Writer position to submit a formatted script rather than the 15-30 minute NWN1 demo module they required before. Though I imagine this will mean a lot more applicants, it makes it somewhat easier on me. The page notes that the module doesn’t have to be anything special but if I made one I would want it to be presentable in the very least.

So with renewed vigor I dug my Crescent Eternal script out of my laptop’s HD (thank goodness I had saved it there or it would be long gone after my HD crash…) and started converting it into Word using a self-modified version of their template. I have been working on it in my free time nightly and it’s now about 60% complete. It includes a system inspired by Bioware’s Paraphrasing in Mass Effect, a character influence tally and a Rage tally as well as several conditionals leading to at least three different outcomes.

I will be keeping updates on this main blog but I have given this project its own page as well so feel free to place any comments in either location. The page includes backstory and information about the setting and characters as well as the latest scenes for download.

And on that note, this is where I need your help. The purpose of the template is to make it easy for someone to navigate the conversation just like they would in game. Each node presents choices that link to bookmarks in the document. In many ways reading through it is like flipping through a digitized CYOA novel. But with so many links and possible outcomes I am bound to have made some mistakes. I need testers to ‘play’ the script, clicking through nodes until their conclusion as though they were playing this in game format. I would love feedback on the writing but mainly I am looking for balance. Is solution x as rewarding as solution y? Is there actual choice or does it collapse into false choice? And other such pertinent design questions. I want this script, when it’s done, to be the lead feature of my portfolio and I need as much help as possible to whip it into shape.

This week’s question comes courtesy of Imbroglio on the GCG forums. He asks:

How do I prepare for a Computer Games Design course?

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A while back I operated a blog called Breakout! which contained articles with a slant toward helping people get into the industry. Since then I’ve put Breakout! on hold due to my work at RDS, my day job, and school, but I still enjoy helping people when I can and tend to hang around the GameCareerGuide.com forums answering questions in which I feel I might be able to dispense decent advice. Most of this comes from my own experiences, a lot of it is based on research I’ve done in my quest to break into the industry.

Nowadays there are quite a few resources for game industry hopefuls including the aforementioned website, the IGDA forums, and Tom Sloper’s site. But I still wanted to share some of the information I’ve posted elsewhere in hopes of reaching even one more person who needs the advice. Most of these will be geared toward people who aspire to be game writers, but there are some which are more general. Like this first one, which comes courtesy of the GCG forums from a poster whose handle is DerFool:

Will a specialized diploma increase my chances of getting into the industry?

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I wanted to write a more traditional game script, since Crescent Eternal is a blend of console and PC RPGs wherein the player is essentially inhabiting a pre-created character, but is able to make choices as though they are said character. In Alpha, a very short game I am currently writing the script for, the player gets free choice of who they play in the style of western RPGs.

With that in mind, I drafted this overview of the game’s plot and gameplay which are tightly woven. This entire idea is an experiment in atmospheric storytelling and database response AI, though after writing some of the script I think I’m going to cut out the latter and focus on telling a story with the game itself instead of telling it in cutscenes or dialogue.

This first iteration is pretty much the bare bones. The design prototype will be reworked as I develop the script. Right now I’m just writing the script for the very beginning up until the player finding out he/she is now a werewolf, as I plan to submit it for the visual storytelling class I’m in right now and we’re only allowed a 3-4 page script.

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Last Tuesday I sent off my first application for a game industry job, applying to work as a Writer at White Wolf / CCP on their new World of Darkness MMO. I love WoD and deeply respect the folks at White Wolf, so this job is ideal for me. It’s pushed out Bioware as my ‘dream job’ due to the sheer amount of creativity present at White Wolf and the location of the studio which is in Stone Mountain, Georgia. All of the benefits of the big city without having to live there! And considering I don’t even like to drive through Atlanta, I can’t imagine living there.

My application included an updated resume, a cover letter, and two writing samples: a hub design document for Lot’s Lane in Purgatorio and a script from my original concept Crescent Eternal. I will be posting both of those to the Game Writing section. I will not beĀ  posting the cover letter because it was specifically written to White Wolf, but if anyone reading this wants help writing their own cover letter, feel free to email me and I will give you a hand.

I guess I have a slight advantage in that Monty (CEO of Rogue Dao Studios, now working as Associate Producer and soon to be Designer at Obsidian) put me in touch with WW president Mike Tinney, which is a real honor regardless of what happens. But I really am hoping they give me the chance for an interview so I can speak to them face to face.

Speaking of that, I will be making blog posts in answer to some interview questions Monty suggested for me such as: what worked and didn’t work in terms of writing and design in selected games (I’m going to allude to World of Warcraft and Mass Effect for this), the purpose of writing in a game, the most successful thing I’ve designed, the least successful, etc. If you have any interview questions I can answer, please respond to this post. For some reason responses are going through on one particular post regardless of where you actually post them, but I will be able to see them regardless.

It’s been a week since I submitted the application, and of course these things take an indeterminable amount of time, but every time the phone rings my heart jumps up into my throat.

Oh yes, I’m writing another plug post. No I haven’t signed up for Pay-Per-Post, this is actually a legitimate plug, just like the Google Docs post. In fact it’s very similar to Google Docs, but a whole lot prettier with a lot more functionality. The program I’m referring to is Microsoft Groove, a comprehensive team management tool that allows for workspace sharing on a global level.

A couple of weeks ago I got my team licensed up with copies of Groove after viewing the demo video and playing around in a free trial. I knew it would be helpful for all of us to be on the same page in terms of workspace sharing, but I wasn’t aware of just how effective it would be.

When you first start up Groove you create a personal profile by which other users can find you. It’s important to set at least your name to public, unless everyone you need to work with is connected through a LAN. After you create your profile you can add members to your contacts list by searching for their name or email. Then create a new workspace and invite your team members to it. This kicks off a chain of events that (1) Downloads the workspace to each team member’s PC and (2) Adds them to the list of users who can access and make changes to the workspace.

By default your new workspace will have two tabs: Files and Discussion. But you can add more applications and thus more tabs by clicking the “Add a tool to this workspace” button that’s next to the tabs across the bottom of the workspace. I currently have five ‘applications’ in my team’s workspace that I feel are the most valuable for a game writing team. They are:

Files

This interface shows all of the files in your workspace and will be the center of any project you undertake with the aid of Groove. There are two windows that make up the file interface: one includes the standard Windows expandable/collapsible trees listing all folders , the other displays the contents of the selected folder. You can create new folders to organize your files and move already-uploaded files about so that they fit within said folders in a logical way. But most of your time in this tab will be spent uploading, revising, and reviewing files. When you upload a file it will instantly download to each member’s workspace. If you edit a file that’s in your workspace it will ask you if you’d like the Groove version of said file to reflect those changes. If you click yes, the file will be modified for all users. This is very helpful when it comes to version control and making sure your team members are all on the same page.

Discussion

This one-window interface functions exactly like a tree-style discussion board. You can post a new thread or respond to an existing one. Now, you may wonder at the logic behind having this since Groove has a chat window that auto-logs all conversation and saves it for you to view later, even recording conversations that took place while you were offline. But the chat window is a bit awkward for long messages, and this is where the discussion tab comes in handy. In the future I will be using the discussion tab as a place wherein team members can post their ideas and/or feedback about each other’s work.

Calendar

This interface is fairly self-explanatory, as is the reason behind using it. You can click on a date in the calendar and add an event to it, specifying the time (if applicable), the title, and a description. This is great for posting deadlines and milestones and scheduling team meetings.

Meetings

At first glance you may be a bit confused about this interface, as in my opinion it’s not named correctly. A more illustrative name would likely be Meeting Recaps, as that’s what this tab does. You can create a new meeting recap and enter basic profile specifics such as the date, start and end time, the location, any files presented in the meeting, and a brief description of the meeting’s purpose. But you can also specify who attended the meeting, the agenda of the meeting and the topics discussed, and a checklist of any tasks given or turned in during the meeting. Along with all of these wonderful recap tools, I like to attach a log of the meeting (our meetings are held in IRC) so that absent team members can see exactly what was discussed, and present team members can review any information they might need to recall.

Sketchpad

Alright, so this interface isn’t really crucial to the success of your team. But it could be. If you’re working on design aspects this provides an excellent way to visually communicate to your team members. But for my team, I’ve included it as a place where my writers can doodle and divert some creative energy when they need a break from the grind.

Groove has thus far proved to be an excellent program for my team, and I’m finding new functionality every day. If you work remotely – or even in the same office as your team members – consider purchasing and licensing this program for your team. It’s a wonderful tool to keep everyone in the same groove.

After much thought I’ve decided to make this blog a bit more personal in nature and try to update at least a few times a week with my actual reflections on the work I’m doing and my daily tasks, along with the challenges of trying to balance two jobs and school. This will be kept to writing-related posts only, and these posts will be placed in their own category, so if you just want to read the actual articles, you can skip them.

I’ll kick this off today, I suppose. My team has experienced a bit of recent turmoil which leaves everyone’s morale a bit shaken, I think. It’s hard to get people back on track after something like that. I basically resorted to explaining the situation, letting people voice their thoughts and get any rants off their chest, and then… I moved on. We switched gears and started working on cleaning up the critical path for Purgatorio. I do wonder if I handled it correctly, but I suppose I’ll find out if it causes conflict down the road. My team members seem to think I make a good leader, but the truth is that I’m essentially winging it with a large dose of common sense.

However, in trying to do my job to a level far above what is actually expected of our team, I’ve pretty much run myself ragged. I need a hard swig of self-evaluation this week, I think, or I’m going to end up pulling another 6am to 1am in front of my computer trying frantically to get a full storyboard and character model sheet done for school. Over the course of last week I spent nearly 40 hours working on the critical path in some form or another, and its taken its toll. Now we’re one team member short, and I fear it’s just going to get worse unless I police my schedule.

Another thing I’ve noticed about throwing myself into game-writing is that I really don’t have the time or energy to do any other sort of writing. I haven’t touched my script for the Bioware demo in weeks, and even my writing for my pen and paper game has suffered due to my brain melting out of my skull come the end of the day. And let’s not even discuss the fact that I wanted to get into the gym a great deal more than I have over the past few weeks.

So how do you do it? How do you balance the time it takes to be a good writer and a good team leader with the rest of your life? I suppose there’s an answer out there somewhere. For the time being I probably need to get a super-sucker hand-vac to clean up this mess of melted brains.

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