Tentang Penulisan dalam Game

Sebuah dialog menarik di The New Yorker menampilkan penulis untuk game Gears of War, Tom Bissel.

Berikut adalah kutipannya:

.. now that I’ve worked on a few games, I’ve grappled with the degree to which games are not really a writer’s medium. Film’s not really a writer’s medium, either. Good writing certainly doesn’t hurt, but it’s not the thing that saves the day.

I’ve been quietly lobbying for games that are smart and intelligent, even if they’re about blowing lots of shit up. At the same time, though, pure storytelling is never going to be the thing that games do better than anything.

Games are primarily about a connection between the player, the game world, and the central mechanic of the game. They’re about creating a space for the player to engage with that mechanic and have the world react in a way that feels interesting and absorbing but also creates a sense of agency.

So writing, in games, is about creating mood and establishing a basic sense of intent. The player has some vague notion of what the intent of the so-called author is, but the power of authorship is ultimately for the player to seize for him or herself.

This goes for any kind of game. I think good game writing is a process of getting out of the player’s way. You give him or her just enough to work with narratively, but ultimately you let the player tell his or her own story.

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