Writing a game is no flick
By kristofer berglin. Filed in Development |As I learned about the narrative structures in films at the University while studying to become a screen writer, I mainly worked with linear narrated structures, much like any film. For some reason it felt like linear structures were the only stories I could or would write. Computer games showed me another way around a story. The non linear structure like many computer games worked. As you are in control of your avatar anything can happen. He or she as its own protagonist can fill lots of gaps, without breaking any narrative “rules”.
It’s fun and it’s different writing for a computer game, than writing a script. It feels like I’m working backwards. Normally I would start with figuring out the plot etc. Now I have to build the plot into our game and not the other way around. And I have to say “I like it”. It’s weird but it’s fun.
As I’m writing the different challenges on the level plus story I just fill in info on my template. It’s simple and efficient. E.g. challenge 1, 2, 3 etc. followed by, info on mobs, environmental aspects and what is the main challenge. It reminds me of a call cheat, or a treatment.
Tags: computer, film, game, linear, narrative, Penalty of Heroes, plot, screen writer
