Tag Archives: video-games

Writing & Video Game Design – Phenomenology

Hey, hey, peoples ~~~

While reading, “A Research-Based Approach to Game Writing Pedagogy” by Seth Andrew Hudson, I instantly thought about how I know very little about game writing, and what kind of sub-features that writing genre entails. I would assume, essentially, that game writing involves writing detailed narration or prose with dialogue as to liven up the setting and the characters within the game. I would also assume that game writing entails a great deal of conflict within the game narrative, in which players level up once they have conquered or solved the assigned challenge (or conflict). My knowledge of the video game culture is solely based off watching my older brother and his friends play video games, each one of them connected to a headset so that I can’t miss my brother’s triumphant screams into his computer screen, which vibrate through the thin walls of our home (lol). From my direct observations, I’ve concluded that whatever kind of video game is being played – singular, multiplayer, or a free-roaming-role-playing game (open world games like GTA), that involves some form of fighting, battling, adventuring on quests, playing sports, or racing – all often call for setting up missions and changing levels.

So, inevitably, the game writer and narration designers are pushed to think outside the lines of the stereotypical plot arc of “good story telling.” The characters are essentially faced with a consistent inability (through failed quests or challenges) to achieve a noteworthy success, multiple times over. And if the players happen to be skilled in mastering challenges, the following levels must be more complex in design, like maybe including multi-step conflict challenges within one level, adding more characters into the video game storyline, or altering or inserting more pathways, rewards, consequences, or obstacles for each video game character, (depending on the player’s already-mastered levels or challenges, of course). I feel like writing a video game would feel similar to writing a ginormous, never-ending, action-packed, book series. I can imagine video game writing being very competitive in nature and extremely anxiety-inducing, as the writer must continuously write new creative plot ideas or paths or levels for characters to choose from, especially when there really are no successful teaching frameworks offered within this genre of writing.

The main problem in question for Hudson’s study seems to be that there are no effective pedagogies or theoretical frameworks to teach effective game design writing in higher education. (Hudson, 92). It also doesn’t help that there is little to no support and guidance in this inquiry-problem question from those in this writing genre community, like successful narrative designers, comic book writers, scene editors, and other game writers alike. Professional game writers within the field offer “limited attempts” on how to plan, establish, and execute a deliberate framework of game writing teaching methods that outline effective course design and instruction, probably because they were never taught themselves (Hudson, 93). I imagine these “professional game writers” used their unique writing talents and combined them with their passion for indulging in video games, and basically just taught themselves how to write effective video game designs through colleague collaboration or trial and error. I assume such because Hudson even explained how “the distance between understandings in these two spheres does not indicate a lack of sophistication on the part of the industry or of game writers. Rather, it is indictive of an opportunity for educator-researchers to engage with the field directly” (94). Therefore, there is a high demand for “research-enhanced pedagogy of game writing,” which is something new to my knowledge within the fields of writing studies and interactive digital media (Hudson, 92).

            Without delay, Hudson admits that “it can be difficult to develop pedagogies in creative fields” (92). Video game writing is a creative field of study or practice that not only embraces traditional writing features like composition and poetry, but also requires knowledge on technological design and computer skills. Therefore, teaching methods within video game writing as a genre must reinforce, discuss, and practice the importance of both of these skills for productive results. After reading through the “Conceptual Framework and Research Design” section, I’ve noticed that effective pedagogy of this writing genre really boils down to encouraging those studying the craft of writing (especially creative writing) and supporting them through analyzing rhetorical situations. Future instructors of this writing genre should also encourage them to think strategically when confronting new contexts, challenges, or situations (Hudson, 95-96).  

There’s much more to say about the ways in which institutions or departments heads can turn the sub-writing features and computer skills of video game design into effective, curriculum instruction manuals for teaching in higher education. With that being said, I think that’s all I’ve got to say for this week’s research reading ~~~

**The link to where I found the above photo is linked to the image**

Xoxo,

Francesca Di Fabio 🙂