2. What is a Treatment?
โA treatment is a narrative version of the story in a script, presented in
story format, describing the main action with little or no dialogue. Many
writers use treatments as a way of fleshing out their stories in narrative
format to map out the flow of the action across the major scenes in the
script before they start work on the dialogue. This way the writer can be
sure that the story flows correctly before they commence the actually
script. Most treatments are no more than 2-5 pages.โ
Benjamin Craig , filmmaking.net
Do we agree?
3. Treatments for Games
What will happen?
Who are the main players (characters)?
What is the AI cost?
What are the budgetary systems? (is one level
more costly than another?)
Complexity (or not) of the story
Can you think of any more?
4. How Does A Treatment Work?
A map A guide
The law
A route
The rules
The bible!
5. Activity
Read an excerpt from the FFVII game manual.
Take note of the following:
How does this read?
What is included?
What is omitted?
Anything else?
6. Treatment Dos and Donโts
Part I:
โ1. Most of your game design should be prose (words describing details about
your game, in complete sentences). You are writing a book, not a shopping list.
2. You are describing an interactive experience, not writing a screenplay. Don't
say things like, quot;then the player does this and then the player does thatquot; (for
example, quot;the hero defeats the ogre and takes the sword, then the hero takes
the left fork in the path to get to the castlequot;). The player might do something
else entirely! You can describe it as if the player has choices, and you should
do so. Example: quot;the hero needs to defeat the ogre in order to get his sword.
After that is accomplished, if the hero ventures down the path, he'll come to a
fork. The left fork leads to the castle.quot; You have to anticipate that the player
might do something other than what you intend. But you ought to outline the
optimal quot;pathquot; through the game.
7. Treatment Dos and Donโts
3. A lot of times people write game designs as though they were shopping
lists. For example:
Weapons: sword, bow & arrow, catapult, Uzi.
Seasons: spring, summer, autumn.
That's way too terse! You're writing a game design, not a shopping list. When
writing a list of items, don't separate the items with commas - separate them
with carriage returns. And usually you'll need to write a description of each
item.
8. Treatment Dos and Donโts
Weapons:
Sword - it's an ogre's sword, so it's big and heavy, with rust patches and
nicks. It glows a sickly green whenever the moon comes out.
Bow & arrow - made by an Apache in 1867 and transported to this game's
world by an evil time-traveling wizard.
Catapult - your standard garden variety catapult, such as the one in my
back yard as I write this. Capable of heaving a full-grown cow three city blocks
(Los Angeles blocks, mind you, not your puny Providence R.I. blocks!)
Uzi - [no description needed - just look in your desk drawer]
9. Treatment Dos and Donโts
Seasons:
Spring - a lovely setting. Flowers blooming, fluffy clouds in the sky, birds
chirping, little winged guys with bows & arrows flitting around looking for hearts
to impale.
Summer - hot, dry. No clouds in sight. The sun is baking the flesh off our hero's
very bones, who tends to sweat and seek shade a lot (well, OK, at least when the
user doesn't activate any controls for X seconds) (A.I. programmer take note).
Autumn - the trees are changing colors - some are yellow, some orange, some
red. Some are still green, but not for long. The tree-covered mountains look like
heaping bowls of Froot Loops! Clouds in the distance threaten the coming winter
(which this game doesn't have because we don't want to program the physics for
ice and snow) (and also because if the hero is wearing a heavy cloak we can't see
his sinewy muscles).
...Now THAT's the way to write a list!
10. Treatment Dos and Donโts
4. Some folks get their inspiration from game instruction manuals. Instruction
manuals are written with a specific purpose - to help confused players
understand what they're looking at, and to do it in as few words as possible,
because players don't want to spend all their time reading, they just want to
play. You can't write a game design the same way you write an instruction
manual. The purpose of the one is completely different from the purpose of
the other.
11. See What Fits!
Part II is next week, but until then....
Try it
Try it
Try it