This week’s reading” “A Research-Based Approach to Game Writing Pedagogy” was quite interesting. As a formerly avid fan of open-world role-playing video games (I would probably still be one if I had the time), I have always been fascinated by the immense amount of writing and creativity that goes into the development of such games. It is, frankly, mind-boggling to consider that each quest, line of dialogue, item description, and so on was actively considered by a writer or team of writers. Perhaps most impressive of all is the fact that–unless the video game is not very good–all of the content contained within it feels unified thematically and stylistically. This, I believe, is mainly what sets game writing aside from other forms of writing.
In his paper, Seth Andrew Hudson more-or-less outlines the bones of a curriculum for a game writing pedagogy. First, however, he set out to understand what exactly sets game writing aside from other forms of writing. This, he deemed necessary, given the relatively small amount of relevant literature on the subject. He described such texts and the heart of his dilemma as follows: “these texts [texts related to game writing] are of limited use to researchers or educators looking to develop and enhance pedagogy. ‘There is nothing like game writing’ captures the common sentiment of these texts” (Hudson 4). In order to develop a better understanding of why game writing is “nothing like” any other form of writing, Hudson interviewed seven game writers in an attempt to outline areas of competency. These areas are as follows: writing and storytelling, communication and collaboration, understanding systems and dynamics, tool proficiency, and understanding play.
The writing and storytelling area of competency is rather self-explanatory, but I found the other categories to be quite interesting. First off, and as I mentioned previously, collaboration is a key competency for game writers. Most games, as Hudson points out, were not created in a week by a few individuals in a basement as is often the stereotype. In contrast, most games (especially large and detailed ones) draw the creative input of dozens–or even hundreds–of writers with their own contributions and visions. Due to this, communication and organizational skills are, no doubt, exceptionally important. In addition to being talented writers and communicators, however, game writers must also be somewhat familiar with the tools of the industry (how to actually make a game, use technology effectively, etc.). This, I imagine, is one of the most difficult aspects of the gaming industry and what likely scares many writers away. Finally, game writers must “understand play”. While films, television, and novels have their own rules; video games are no different. If a writer wishes to write a video game quest/ storyline like a novel they will almost certainly create a final product that does not lend well to actual gameplay even if the story itself is good.
All in all, game writing is far different from most other forms of writing and has many unique demands. As a result, game writing cannot be studied or taught in the same way as other forms of writing.