scriptwriting/getting started

Started by officernarc, Sun 31/08/2008 14:41:48

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officernarc

well, i have this idea for a game that i would like to undertake as a project, but my main problem is that i haven't the slightest clue where or how to start out or even how to construct the story.  essentially, i was hoping that someone could possibly direct me to some sample scripts for games if only for the sake of direction. 

however, as i do write, i've never written something of this nature before and find it kind of difficult to wrap my head around the concept of writing a script for a game, (particularly an adventure game.)  rest assured that i simply want to use these as reference guides and possibly get some sort of direction as far as design goes.  that said, i sincerely don't want to be aping peoples' style or ripping off ideas.  i am just really confused about how to begin this undertaking.  it all seems an impossible task to me at the moment, though i'm sure the mountain will seem somewhat less insurmountable once i begin delving deeper into the process.

so anyway, if anyone has anything like that available (either of their own game or from any of the lucasarts/sierra classics/etc.) or possibly know where i could possibly obtain them - preferably legally - please, by all means, let me know.

yours truly,
officernarc

nihilyst

Take a look at Al Lowe's site HERE.

There are some design documents available for free download.

markbilly

Firstly, you should brainstorm, or note-take. Getting all the ideas for the general premise of the story in one place. For now, don't worry about the fact it's a
game. Write about the world, the timeline and characters - anything! This will take a few minutes, or several weeks depending on the game...

Later, you will need to get more specific: Maybe start by splitting the game story into 'areas'. Like levels of a standard game.

A simple example:

1. Bedroom
2. Explore town
3. Sewer
4. Secret room/end game

Then you will have to write the story for each area, and how this leads to the next. You can add puzzles here, as part of the progression.

If you have lots of characters in your story, you may want to first decide on their role and importance. If they are big characters, maybe write a profile for each before you even start on dialogue. Then, as you are filling out the story for each area you can write the dialogue in.

This way of doing things isn't exactly proven and won't work for all games, but, I can see exactly what you are saying by needing some structure to the process. As there are so many aspects to consider and of course being a game it won't be linear like a book or film. The most important bit is the note-taking at the beginning, because even if that's all you get officially written down, you can more easily make it up as you script it with some ideas/direction in place.
 

officernarc

Quote from: nihilyst on Sun 31/08/2008 14:58:40
Take a look at Al Lowe's site HERE.

There are some design documents available for free download.

oh that is perfect, my man.  that's exactly what i was looking for.



Quote from: markbilly on Sun 31/08/2008 14:58:54
Firstly, you should brainstorm, or note-take. Getting all the ideas for the general premise of the story in one place. For now, don't worry about the fact it's a
game. Write about the world, the timeline and characters - anything! This will take a few minutes, or several weeks depending on the game...

Later, you will need to get more specific: Maybe start by splitting the game story into 'areas'. Like levels of a standard game.

A simple example:

1. Bedroom
2. Explore town
3. Sewer
4. Secret room/end game

Then you will have to write the story for each area, and how this leads to the next. You can add puzzles here, as part of the progression.

If you have lots of characters in your story, you may want to first decide on their role and importance. If they are big characters, maybe write a profile for each before you even start on dialogue. Then, as you are filling out the story for each area you can write the dialogue in.

This way of doing things isn't exactly proven and won't work for all games, but, I can see exactly what you are saying by needing some structure to the process. As there are so many aspects to consider and of course being a game it won't be linear like a book or film. The most important bit is the note-taking at the beginning, because even if that's all you get officially written down, you can more easily make it up as you script it with some ideas/direction in place.


well, the thing is that i have the main story events in place as well as a few other ideas that may or may not go into the finished product.  but, i'm really not trying to focus too much on that point right now.  i guess i'm just really trying to worry about having an outline in place before i begin, otherwise i may get sidetracked and distracted and lose focus on those ideas before i even have a chance to try them out.  basically, i just wanted to have a plan before i really sat down to business.

anyway, those are some really solid ideas.  it seems like i have some more fat to chew at this time.  who knows?  this might not even be as painful as i imagined it would.

bicilotti

#4
http://www.freewebs.com/daemons-in-the-attic/codefront.htm

Read "Code Front #6 - Now Put Your Hands On The (Game Design) Bible".

It's pretty interesting, expecially if you're planning to make a short to medium game.

Hope that helps!

Dualnames

I was about to post that.. damn.. bic you're faster than light.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ghost

bic, dual: Wow, two people actually seem to read that stuff I write...

officernarc, start extremely small if you have never written any sort of adventure game and, in addition to that, are new to AGS. I would suggest to make a simple game with only one room and a small basic puzzle. That can be highly entertaining, and you can learn a great deal from it. The AGS database has several examples, Little Jonny Evil being a classic "one room escape puzzle".

You won't need anything like a complicated Game Design Doc for a "One Roomer", and you can simply try out your new playgrounds. My advice- start extremely small. Believe an old man.

Oh- and play DOOM, and read the DOOM Bible (easy to google). Then compare, and see what can happen between planning and finishing a game! No joke.

Dualnames

Quote from: Ghost on Sun 31/08/2008 22:45:51
bic, dual: Wow, two people actually seem to read that stuff I write...

officernarc, start extremely small if you have never written any sort of adventure game and, in addition to that, are new to AGS. I would suggest to make a simple game with only one room and a small basic puzzle. That can be highly entertaining, and you can learn a great deal from it. The AGS database has several examples, Little Jonny Evil being a classic "one room escape puzzle".

You won't need anything like a complicated Game Design Doc for a "One Roomer", and you can simply try out your new playgrounds. My advice- start extremely small. Believe an old man.

Oh- and play DOOM, and read the DOOM Bible (easy to google). Then compare, and see what can happen between planning and finishing a game! No joke.


We're just fanboys ghost.. pure fanboys. YOU JUST OWN MAN. Sorry got overexcited. Well, I really liked what i read there. Even if the most hated person would write that i would still love it. and you're not that person.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

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