How To Write A Story
How To Write A Story
How To Write A Story
Look at chess – chess doesn’t seem to have story. But if you look at it closely, it has characters, a
world, progression, and a plot. There is a beginning, a middle, and an end. Even little pawns have
an adventure and a transformation ahead. It’s all-out war, with conflict, death and victory. There
are kings, queens, even horses. I say chess has a story, dammit.a
Another example is Angry Birds. The story of Angry Birds is very short. Is it a story at all? Yes.
The birds are on a mission. They hate the guts of these pigs. The Angry Birds story is one of
thievery, sacrifice, parenthood, and ultimately revenge.
Stories are essential. In games there are heroes and villains. There is conflict, there is an
imaginary world. We need to provide players with stories to give them context as to what they
are doing.
Characters are constructed. They have emotions, assumptions about the world, goals, likes and
dislikes, enemies and friends. But most importantly, they have a history. This is where you start
the construction.
• In what environment did they grow up? (Link this to the world design!)
• What were they like at age 5? At age 15? 30? 50?
• Do they have particular skills? (Use this for your game mechanics!)
• Were there life-changing events in their past?
• What is their personality like? How would they react in specific situations?
• What do they look like?
Note that we start in the past. The events and environments shape a character, and this in turn
determines their personality. Then, and only then, do we define the looks.
(Note that I am guilty of defining the looks first. This is the easiest mistake to make.)
(Also note that if you are a man, it is very easy to forget to add women in your game. I am guilty
of that too and I am ashamed of it. So please add women. And let them talk to each other.)
The Grand Storyline should tie in with the World design. A great way is to ask these questions:
That third one may be a bit controversial. After all, not all games have to be kindergarten
material. But please, pretty please, keep things simple. One line on screen at a time. No fancy
words. No extravagant grammar. Simple punctuation. A guy from Popcap gave a great speach at
GDC 2012, about the dialogue in Plants vs Zombies. He called it the “sophisticated caveman”.
Write as though someone from the ice age would say it – except without the grunting and
skullbashing.
This is not because your players are stupid. It is because they are impatient. And when you write
lines that they can understand at a glance, they will pick up on the story even though they skip
through the dialogue. They might even forgive you for throwing words at them.