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Writing Indie
-Telling the stories that AAA can’t
Todays Talk
 Why does AAA matter?
 USP:s & Innovation
 In defence of the idea guy
 A decade of stories in games
 When did indie take over narrative?
 What has changed in AAA storytelling?
 Aiming for the edge
 Find new stories to tell
 Find new ways to tell them
 A theory of what indie does best
 Some advice about advice
 Questions
Why does AAA matter?
 A lumbering hulk of content
 Indie-cates the direction the industry is moving
 Indies are laying the tracks far ahead
 Indies act as risk takers and data points for AAA
 ”If they did it, we can do it bigger and better”
What are ideas worth?
By themselves
This does not mean they are unimportant
USP:s are the most important thing
Ideas are multipliers
 Hard work * great idea > Hard work * average idea
 There is more to the formula
 The Blizzard busines model
A decade of stories in games: 2007
 Bioshock
 Assasin’s Creed
 Call of Duty 4 – Modern Warfare
 Uncharted
A decade of stories in games: 2008
 Fallout 3
 Braid
 Left 4 Dead
 Metal Gear Solid 4
A decade of stories in games: 2009
 Dragon Age: Origins
 Borderlands
 Batman: Arkham Asylum
 Mirror’s Edge
A decade of stories in games: 2010
 Mass Effect 2
 Fallout: New Vegas
 Prince of Persia: Forgotten Sands
 Metro 2033
A decade of stories in games: 2011
 Skyrim
 Portal 2
 Bastion
 To the Moon
A decade of stories in games: 2012
 The Walking Dead
 Journey
 Far Cry 3
 Spec Ops: The Line
 Dear Esther
A decade of stories in games: 2013
 Gone Home
 Bioshock: Infinite
 The Last of Us
 Brothers: A Tale of two sons
 Stanley Parable
 Papers, please
A decade of stories in games: 2014
 This War of Mine
 Year walk
 Divinity: Original Sin
 Child of Light
A decade of stories in games: 2015
 Undertale
 Pillars of Eternity
 SOMA
 Her Story
 Beginner’s Guide
A decade of stories in games: 2016
 Firewatch
 Inside
 1979 Revolution: Black Friday
 That Dragon, Cancer
 Rise of the Tomb Raider
A decade of stories in games: 2017
 What Remains of Edith Finch
 Tacoma
 Prey
 Divinity: Original Sin II
A decade of stories in games: 2007-2017
A theory of what indies do best
 Don’t try to compete on scale, scope or polish
 Misstakes were made: Magnetic
 An old story in a (somewhat) new way
 Find new stories to tell, in new ways
 Personal stories
 People like us
 Use new tools/frameworks to tell them
Some advice about advice
Questions?
@Cardanai
Email: Daniel.strom@gurugames.se

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Writing indie - Telling stories that AAA can't - sgc 2017

  • 1. Writing Indie -Telling the stories that AAA can’t
  • 2. Todays Talk  Why does AAA matter?  USP:s & Innovation  In defence of the idea guy  A decade of stories in games  When did indie take over narrative?  What has changed in AAA storytelling?  Aiming for the edge  Find new stories to tell  Find new ways to tell them  A theory of what indie does best  Some advice about advice  Questions
  • 3. Why does AAA matter?  A lumbering hulk of content  Indie-cates the direction the industry is moving  Indies are laying the tracks far ahead  Indies act as risk takers and data points for AAA  ”If they did it, we can do it bigger and better”
  • 4. What are ideas worth? By themselves This does not mean they are unimportant USP:s are the most important thing Ideas are multipliers  Hard work * great idea > Hard work * average idea  There is more to the formula  The Blizzard busines model
  • 5. A decade of stories in games: 2007  Bioshock  Assasin’s Creed  Call of Duty 4 – Modern Warfare  Uncharted
  • 6. A decade of stories in games: 2008  Fallout 3  Braid  Left 4 Dead  Metal Gear Solid 4
  • 7. A decade of stories in games: 2009  Dragon Age: Origins  Borderlands  Batman: Arkham Asylum  Mirror’s Edge
  • 8. A decade of stories in games: 2010  Mass Effect 2  Fallout: New Vegas  Prince of Persia: Forgotten Sands  Metro 2033
  • 9. A decade of stories in games: 2011  Skyrim  Portal 2  Bastion  To the Moon
  • 10. A decade of stories in games: 2012  The Walking Dead  Journey  Far Cry 3  Spec Ops: The Line  Dear Esther
  • 11. A decade of stories in games: 2013  Gone Home  Bioshock: Infinite  The Last of Us  Brothers: A Tale of two sons  Stanley Parable  Papers, please
  • 12. A decade of stories in games: 2014  This War of Mine  Year walk  Divinity: Original Sin  Child of Light
  • 13. A decade of stories in games: 2015  Undertale  Pillars of Eternity  SOMA  Her Story  Beginner’s Guide
  • 14. A decade of stories in games: 2016  Firewatch  Inside  1979 Revolution: Black Friday  That Dragon, Cancer  Rise of the Tomb Raider
  • 15. A decade of stories in games: 2017  What Remains of Edith Finch  Tacoma  Prey  Divinity: Original Sin II
  • 16. A decade of stories in games: 2007-2017
  • 17. A theory of what indies do best  Don’t try to compete on scale, scope or polish  Misstakes were made: Magnetic  An old story in a (somewhat) new way  Find new stories to tell, in new ways  Personal stories  People like us  Use new tools/frameworks to tell them

Editor's Notes

  1. Welcome! My name is Daniel Ström and I’m the CEO of Guru Games. We are a local game company that started out in 2012 while still studing at the university And have been working with single player narrative games in some way, shape or form since then. I’ve also taught at the game writing program here in town, and have done the writing for all our in house titles since the start.
  2. Todays talk is meant to give an overview of what has happened with games narrative in the last decade, A deep dive if you will, into their protagonists, subject matter and plot. But first, I’d like to give my reasons to why looking at what AAA is doing and has been doing is important for you when You think about the story for your game.
  3. AAA is a slowly moving freight train, filled with money, experience and massive amounts of skill. So you take the risks on a smaller scale, and if you manage to make it work they come rolling down the tracks behind you. I believe this is true for gameplay, stories genres and any other trends. (Battle royale, Survival games, Characters etc.)
  4. You can’t sell them, you can’t eat them and they won’t automatically make themselves a reality. But what if you have a great idea and the skills to make it real? Well then, the idea matters! Is there anybody who has worked hard on a game, launched it and it did not sell? Raise your hands. As an industry we tend to despise and ridicule idea guys, but worship Unique Selling points & Innovation. This is basically the same thing. I would argue that ideas are multipliers, and part of the equation that makes a successful game. If you look at what blizzard has been doing for the last decade or two you’ll see that they take concepts that have been proved to work, but polish them up to a new level and stick their own IP on it.
  5. So this is where the journey starts: dudes with guns, or knives. But clearly ready for combat. CoD was praised as a cinematic narrative that rivaled Hollywood. Btw this list is not all encompassing, there are other games that were celebrated for their narratives during each year. These have been selected based on highest metacritic scores combined with awards for story or narrative.
  6. First indie game on the list! Not really a story focused game in my mind, but certainly an innovative structure to telling a story.
  7. Mirror’s Edge is a rare exception to the AAA freight train theory, but DICE had to fight hard to Be allowed to make it, and EA forced them into adding combat, because they did not know how to sell An FPS game without weapons.
  8. Prince of Persia had a narrator! And dudes in gas masks was really popular at the end of the last decade. Ironcally the one game that is set in space is the dude not wearing a helmet.
  9. This is the first brief hint to the indie takeover, but the year was largely dominated by Skyrim.
  10. Spec Ops: The Line – questioning the ”dudes with guns” trope that had been the rule for the last 5 years. This was also the year that we say the birth of the walking sim (not really, but in the public eye).
  11. The threshold! People have had it with dudes with guns saving the world, But AAA hasn’t yet learned where else to go. Instead indie games are starting to snatch awards and praise From press away from the big studios for the first time. Noteworthy is that you can see AAA struggling with moving on, but hesitating in the doorway, Having strong female characters as narrative focus, but not yet as the playable character. Meanwhile indie is far ahead, ex Bioshock devs now releasing Gone Home.
  12. This war of mine provided year another way to look at the consequences Of the guy with a gun that had been so popular only 7 years earlier. It showed a different, much darker side to war.
  13. In 2015 indies started experimenting not only with the subject and tone of the story, but the way it was told, Much more so than previous years.
  14. Last year indie dominated with fantastic narrative games that dealth with some really tough subjects Like dealing with terminal illness in those closest to you and loosing a child to cancer.
  15. And that brings us to today! One decade of narrative, in less than 20 minutes. Hopefully you can also see the pattern here, And you don’t think that I’ve imagined this all on my own.
  16. In a decade we’ve gone from Dudes with guns & knives dealing out death to anyone who dares stand in their way To dealing with death in a more human and personal way, and exploring more complex concepts. We’ve also moved from a market completely dominated by stories of epic scale and proportion About saving the world to saving your cat.
  17. Magnetic tried to do Portal, but better. Don’t do this, it’s a misstake. Instead, tell new and personal stories in innovative and unusual ways. An old advice to young writers: ”Write what you know.” Papers please, this war of mine, Edith finch narrator, Tacomas rewind-function (But also, write about dragons)
  18. I personally believe all of the above can be, and is true. The thing is that good advice can actually really bad if you don’t know when and where to follow them. I can use my mustache as an example! (Well I can’t now if you are reading this online. But I could and did when I had the talk). What I’m trying to say is: never believe anyone elses experience will automatically work for you. That is my final advice for you today, Because knowing when to quit is the key to success. Thank you!
  19. You can always reach me on twitter or by shooting me an email, But if you are itching to ask something, now is the time.