Teamwork: Authoring With Intent
<p><em>This came up in a chat in our new ad-hoc Stockholm narrative gamedev evening, and I thought I’d rapidly scribble down what I was muttering about, as per usual.</em></p>
<h1>Why did you write it like that?</h1>
<p>As writers, narrative designers, but also good collaborators, I think it’s important for us to <strong>clearly communicate the intent</strong> of what we’re doing to the rest of the team — and to ourselves.</p>
<p>That, and to keep good records on our choices — <em>why</em> did we pick this phrase or name? What is the oblique reference we’re making with it?</p>
<h2>You Are Probably Not The Expert</h2>
<p>A game experience ebbs and flows as it is played. It is <em>someone’s</em> job to make sure that every moment of the game, whether it’s a level or a cutscene, has a clear purpose in how it makes the player feel. Exactly whose role it is depends on your team setup, but it lives somewhere between creative direction, game design, and narrative. And in my experience it’s often missed, forgotten, or poorly explained.</p>
<p>There is a tendency for creative directors or designers or writers to make choices about what they want the other departments to do without communicating <em>why</em> they are making those choices. <em>“Everything should be desaturated here.”</em> Sure, the art dept can do that, but <em>why</em>?</p>
<p>If the whole team is aligned on the intent of a scene, then everyone can bring their own expertise to bear on making that scene work. The music will be appropriate. The VFX will make it shine. The lighting will be just the right sort of oppressive. Because those departments all know their craft better than the people who set the direction.</p>
<p><em>“For this location, there should be a painting on the wall of Miss X. She should be wearing a red dress, holding a flower, and…”</em></p>
<p>The painting of the character comes back from art. Miss X is wearing a red dress, but it’s kinda goofy, and you didn’t want her to look goofy. Several rounds of revisions to the art later, where everyone argued about it, you’re all frustrated by the process.</p>
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