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 />
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