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Kristina Olsson

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games already, my role is to help<br />

create and write the story, and<br />

to facilitate discussions between<br />

us, the narrative team, and the<br />

other disciplines. I have written<br />

character biographies, narrative<br />

treatments and asset lists (a list<br />

of objects we request the art team<br />

to create to help tell the story, like<br />

photographs). I write scripts, sit in<br />

on voice actor auditions and ensure<br />

all narrative documentation is upto-date<br />

for the rest of the team.<br />

Creating a<br />

living, breathing<br />

experience is<br />

integral for the<br />

aspirations of<br />

Earthlight as a<br />

virtual reality game.<br />

The narrative team on Earthlight<br />

works closely with the design team<br />

to ensure we have all the dialogue<br />

we need, not only to tell a good<br />

story, but also to guide the player<br />

through their astronaut training. For<br />

example, if the player wanders off<br />

the path they are meant to follow,<br />

we must ensure we script dialogue<br />

that encourages them to get back<br />

on track. If they drop an object<br />

important to a puzzle, we must<br />

ask them to pick it up. These are<br />

called ‘fail-states’ in the gameplay.<br />

To make an immersive experience<br />

for the player, we try to capture as<br />

many fail-states as possible. Other<br />

characters around our protagonist<br />

would surely say something if she<br />

is moving away from her objective<br />

or dropping things. The trick is to<br />

write fail-state dialogue in such<br />

a way that it doesn’t feel clunky<br />

when mixed in with the rest of the<br />

narrative dialogue.<br />

I never imagined myself writing<br />

for virtual reality, but having<br />

experience with games made me<br />

aware of the storytelling power<br />

of a 3D space. Creating a living,<br />

breathing experience is integral for<br />

the aspirations of Earthlight as a<br />

virtual reality game. As a narrative<br />

designer and writer, it’s part of my<br />

job to place players in environments<br />

they can explore while stationary.<br />

From discussions with technicians<br />

and designers, I learn what is in my<br />

toolbox to tell story. For example,<br />

when I know it’s possible to trigger<br />

events such as a voice-over, or when<br />

the player looks at a key narrative<br />

object like an antique ring, I can script<br />

the dialogue related to that object.<br />

The challenge of VR is that, for the<br />

most part, it’s a passive, seated<br />

experience where the audience<br />

is an observer. Moving in the VR<br />

world is tricky until the technology<br />

allows us to move safely around<br />

our living rooms - and it’s on the<br />

way! The player in Earthlight can<br />

influence their environment to a<br />

certain extent, which isn’t always<br />

the case for VR experiences, such<br />

as those displayed at the Melbourne<br />

International Film Festival this year.<br />

Locating ways for the player to have<br />

meaningful impact in the virtual<br />

world is integral for those who<br />

wish to bring agency, the control a<br />

player has in the game world, to VR<br />

storytelling. How we go about doing<br />

this will vary from project to project<br />

and will evolve with the technology.<br />

In game development, there should<br />

be an ongoing dialogue between<br />

the narrative team and the rest of<br />

the team about what is needed,<br />

and technically possible, to tell a<br />

good story. From a dialogue system,<br />

to gameplay, to level design, and<br />

keeping in mind the creative vision<br />

of the project, I’ve learned to<br />

involve myself as much as possible<br />

in the early stages. My skills as<br />

a storyteller—pitching, writing a<br />

synopsis, scripts, character profiles,<br />

storyboarding, plot structure—have<br />

served me well on my foray into<br />

games. I’ve learned to execute<br />

them in different ways to suit these<br />

collaborative workplaces and<br />

interactive mediums.<br />

In game<br />

development, there<br />

should be an ongoing<br />

dialogue between the<br />

narrative team and<br />

the rest of the team<br />

about what is needed,<br />

and technically<br />

possible, to tell a<br />

good story.<br />

Writing for games is technical,<br />

iterative and collaborative. Writing<br />

for virtual reality is the same, and<br />

as a medium, is gaining some<br />

traction as it is on the way to being<br />

accessible by the consumer. I’m<br />

excited to see games use their<br />

power for immersion and empathy.<br />

I want to see them challenge<br />

constructed identities, the way we<br />

see ourselves and each other. I want<br />

stories, in any medium, to allow us<br />

to play and shift because I believe<br />

that’s what makes good storytelling.<br />

Write lots of things.<br />

Brooke Maggs is a freelance writer,<br />

narrative designer and producer<br />

working in games and writing fiction.<br />

Recently named in the top 100 most<br />

influential women in games, Brooke<br />

has talked about games and writing<br />

a bunch of panels at festivals and<br />

conventions. She loves brunch, the<br />

beach and succulents. She’s here:<br />

brookemaggs.com & @brooke_maggs<br />

WWW.WRITINGQUEENSLAND.COM.AU 11

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