You are viewing [info]athallas's journal

About this Journal
Links:
HisDelight IsInMe PHC Xanga Blogring El Campeador PennaeAquilae SahlainAnteth
Current Month
 1
2345678
9101112131415
16171819202122
23242526272829
3031
Dec. 19th, 2007 @ 09:54 am Straight No Chaser - 12 Days of Christmas
'Tis the season. Make sure you don't give up on this one halfway through...trust me. It's worth it.

About this Entry
Nov. 6th, 2007 @ 09:36 am Imagining the Tenth Dimension
About this Entry
Sep. 15th, 2007 @ 10:59 pm A Little Fun
My Titans are playing the Superbowl champs tomorrow. Thought you might like to see this video...

http://www.nfl.com/videos?videoId=09000d5d80252010
About this Entry
Sep. 11th, 2007 @ 09:26 am Pain and Joy
Unforgotten, yet needing reminder.
Always timeless, but focused on today.
We remember the lesson we learned then,
We remember the truth and we pray.





About this Entry
Sep. 9th, 2007 @ 04:59 pm Dealing with Stupidity...
They say it's better to laugh. After watching this, I wonder.

About this Entry
Sep. 8th, 2007 @ 05:57 pm Since I Just Wandered Across Jonathan's Blog...
I figure this is as good a time as any to insert more about men from Mark Driscoll. :)

About this Entry
Sep. 8th, 2007 @ 11:32 am Everything I Needed to Know About (Game) Writing, I Learned From Star Trek...or so I'm told...
Current Mood: artistic

Ever since my brother knew writing was one of my passions, he started sending me things he's found about writing - articles usually - and sometimes he comes up with something interesting or helpful. Sometimes, like this one, he comes up with both. I was intending to link this, but considering that it's such a fun article, I've decided to post the text in full here. It's from http://games.slashdot.org/games/07/09/05/1818242.shtml, and all rights are, of course, reserved to them.

Everything I Needed to Know About Game Writing, I Learned From Star Trek

Evan Skolnick has been writing for comic books andgames for a good, long while now. He thinks that the most importantelements to good games writing can be found in one of the touchstonesof nerd culture: Star Trek. In an hour-long presentation at GDC Austintoday, he discussed some of the most important lessons that can bederived from the Star Trek franchise as regards storytelling, characterdevelopment, and the importance of not starting a story with "all wehave to do now is wait." Read on for notes from his equally informativeand humorous look at crafting a great tale.

What can Star Trek teach any writer? Five simple things.

Start with a Bang - It's vital to hook the audience almost immediately. It was important in 1966, and it's even more important today. The teasers at the start of the original series episodes were prescient. Today's 'finger on the remote' television watchers and gameplayers have even less patience than 1966 audiences. All the movies got this right, even the slow-as dirt 'Motion Picture'. Next Generation didn't get it right in the first season or so; but they got better. He shows us clips from TOS and TNG to contrast. The TOS clip has a tense feeling (thematic music, red alert notice), with only a few clues as to what's going on. It immediately grabs the viewer and has them questioning what's on the screen in front of him. TNG's clip, by contrast, starts with Picard saying there's nothing to do but wait ...and then passes to a thrilling discussion between Geordi and Data about a model ship.

For game writing, starting with a short (emphasis on short) and gripping scene is the best way to get a player hooked. Focus only on the 'need to know' info. Don't cram the tutorial into the first minute of play. Delay the release of expository information as much as you can, keep them guessing without frustrating them. When you do have to release that information, have the player asking questions that can be answered by actually playing the game.

Defy Expectations - The original series was completely different than many other shows on television; even Spock was controversial.There was concern among the mainstream television folks that he 'looked like a devil.' They actually modified promotional stills to avoid the appearance of 'devilishness.' There was also concern that a rational, unemotional point of view would be uninteresting. Uhura is more obviously controversial; a female African American woman on the flagship of the fleet was pushing boundaries. They originally wanted a female first officer, and the character became a lieutenant because the studio 'sort of' won.

Specific episodes call this out more. "Devil in the Dark," with the tale of the Horta and her eggs, was very out of the ordinary for the time. The 'pure energy' Organians in another episode, facing downStarfleet and the Klingons, turned expectations on their head.

The move to Next Gen defied expectations in different ways. A Frenchguy with an English accent as captain of the Enterprise? He was physically and temperamentally different than Shatner's character ...despite them hedging their bets with Riker. Data was an attempt to capture the essence of the Spock character while also turning things ontheir head. Spock has emotions but doesn't want them, Data doesn't and wants them. It allows for new interactions and possibilities, something expanded even further by having "Klingons as allies?" They were the fire for a lot of conflict in the original series, and things needed to be retconned in order to make the new vision of the race fit. The Borg were out of left field, completely different from almost any other thing seen in TV science fiction (except maybe the Daleks). A huge amount of fodder for the series, but something you wouldn't have expected if you look at the original series.

Game writers need to look at their work, then, with a critical eye towards culling cliches. Try to surprise your audience, and avoid leading the player on a straight and unwavering path to a goal. Avoid plodding 'missions' that lead to a goal they've seen for hours. Is there some way to change the mission midstream? The only catch there is that while players like to be surprised, they hate deus ex machina; make it come from the gameplay.

Externalize Internal Conversations - The Kirk/Spock/McCoy triumvirate is a great way to do this. Spock's superego vs. McCoy's id makes for entertaining television and allows Kirk's ego to come to a decision. It allows conversations we have in our head every day to be played out on screen.

When you make characters, ensure their personalities are well-differentiated. Games only have a limited amount of time to establish characterization, and people will muddy the lines between too-similar NPCs. This allows you to avoid clumsy narration, and provides the opportunity to have entertaining, sharp banter. It also allows for the chance to relieve stress through humor.

Use Classic Structure - The original series stuck very closely to the Aristotle idea of story structure. Setup, confrontation, and resolution makes for a nice graph of the tension during the story. Older stories tend to have a slope up from the baseline; starting witha bang has tension starting high and then dipping before coming back up over the course of the tale. The Monomyth of the Hero's Journey is also a very widely understood component of storytelling. Archetypes and the 'universal framework of stories' is something that is used by many authors across media. From the safe and sound setting of the 'Ordinary World', past the 'Supreme Ordeal', to the 'Return with the Elixir', it's something we've all seen before. (Quick screenshot of Star Wars points out that this has been used before in science fiction.)

Star Trek II: Wrath of Khan is the best example of this in Trek. Starting from the world of Kirk as an instructor at Starfleet, we're taken through the trials of Regulus to the 'death' of Spock to resurrect the Enterprise and Kirk's youth.

You don't have to use this pattern directly, but understanding the pattern is helpful as a guideline for writing good stories. Non-linear storytelling makes things more challenging, but the Hero's Journey is always helpful as a template.

Focus on Character - The hero should be a force within the plot. He should be a way to spur on the plot, to create conflict. Kirk is decisive, action-oriented, and takes risks. It's also important beyond these simple elements to ensure that the hero has something personal at stake. Conflict isn't meaningful unless there's something actually at risk. Finally, the hero should solve their own problems. Deus ex Machina is always disappointing; don't let 'luck' win the day.

For games, the player *is* the hero. They want to be the primary character in the tale, they want stuff to do, action. They want to feel like they're facing risk and danger. They also want to make decisions that have meaning; be the one that changes the world.

The villain, on the other hand, should be the flint for the hero's steel. Conflict should be created by their interaction. They should bemore than a match for a hero. Heroes that beat wimpy villains look wimpy. Modern villains should not think they are the villains; in his story he *is* the Hero. He needs a believable motivation for doing whathe does, on that note. At the end of the day, there needs to be a direct confrontation between the Hero and the Villain; Khan is a great exception to the rule.

Game writers should take time to view the story from the villain's point of view. Write the game's story from that POV as a useful way of looking at things differently. Make sure to examine the villain's behavior for internal logic and consistency. Are they needlessly crazy?

Perfect Trek Episode - You'd think the perfect episode would beone with space battles, fighting, and space babes. Instead, "City on the Edge of Forever" is often lauded as the best episode ever. Why is this? It defies expectations by placing things in the past as opposed to the future, and stakes Kirk's personal views deeply in the story.Contrast this with the two big favorites in TNG. "Best of Both Worlds", the Borg two-parter, has all the usual stuff. But the other one that everyone lauds quite heavily is "The Inner Light", the story where Picard lives an entire lifetime in a few moments.

What Inspires You? - The takeaway should be: everything can inspire good writing. Look at what you see as good work, and ask what makes it so. Ask what could have been done better, what you can do better.
About this Entry
Sep. 7th, 2007 @ 11:03 am Featured Writer: Henri ("On-Rie") Nouwen
Current Mood: busy
The blessing of Henri Nouwen was a discovery I made after my time at PHC, during a class on Spiritual Disciplines by a man who inspires me just as much as Dr. Hake. :) Dr. Lavender was also a missionary, though to Italy instead of Taiwan, and he pushed us to grow ourselves during that semester in ways that still bless my life today. Henri is one of them. Henri Nouwen rose to be a very influential scholar in the Catholic church, but gave up that life to serve the mentally ill - and God used it to teach him more than he ever imagined. Nouwen has always been good on the Spiritual Disciplines for me, especially on quieting, silence and prayer.


"Let me offer you two suggestions for claiming your blessedness. These have to do with prayer and presence. First of all, prayer. For me personally. prayer becomes more and more a way to listen to the blessing. I have read and written much about prayer, but when I go to a quiet place to pray, I realize that, although I have a tendency to say many things to God, the real "work" of prayer is to become silent and listen to the voice that says good things about me. This might sound self-indulgent, but, in practice, is a hard discipline." ~Life of the Beloved, 62.

We often speak of God as Abba, but shy away from really getting down to talking with him - unless things go rough, and then it's like going to see the dentist or the loan officer. How often do we honestly feel worthy of God "rejoicing over us with singing," as He said He would. (John Piper's "Desiring God" is also very good on this whole discussion.) Here's Henri speaking of the ide of "becoming like a little child."

"I have lost much of the peace and freedom that was given to me in the hospital. I regret it; I even grieve over it. Once again there are many people, many projects, many pulls. Never enough time and space to do it all and feel totally satisfied. I am not longer as centered and focused as I was during my illness. I wish I were. I yearn for it. It is a yearning I share with many busy people.
"Because they have nothing to prove, nothing to accomplish, Hsi-Fu and all the weak and broken people of our world are given to me to call me back, again and again, to the place of truth that I have come to know. They have no success to achieve, no career to protect, no name to uphold. They are always "in intensive care," always dependent, always in the portal of death. They can bring me in touch and hold me close to that place in me where I am like them: weak, broken and totally dependent. It is the place of true povertywhere God calls me blessed and says to me, 'Don't be afraid. You are my beloved child, on whom my favor rests.'
"I keep being reminded of Jesus' words: 'Unless you become like little children, you will never enter the kingdom of heaven" (Matt. 18:3). I realize that my accident made me, at least for a while, like a little child and gave me a short taste of the Kingdom. Now all of the temptations to leave that childhood are here again, and I am not surprised that some of my friends feel that I had more to give when I was sick than after my recuperaton. However, I can no longer sit and wait for another accident to point me toward the Kingdom once again. I simply have to open my eyes to the world in which I have been placed and see there the people who can help me over and over again to become a child. I know for sure that my accident was nothing but a simple reminder of who I am and of what I am called to become." ~Beyond the Mirror, 86-88.
About this Entry
Aug. 31st, 2007 @ 06:21 pm Messy Ratings
Current Mood: accomplished
Dear friends, one and all, I have the great honor to announce that Overflow now has its own ratings system...which will debut in this very post! (Yes, that's right...this could be construed as allowing you to make up your mind before you've heard the actual content of what someone is saying, but that's not what we're shooting for.) Its creation is due to two forces: the ESRB Ratings system, and a comment made by Mark Driscoll of Mars Hill Church (Seattle) that just made me want to put a rating on this video before I posted it.

This post is rated:
Because sometimes, categorizing ideas isn't a bad thing...

This just struck me as being so true, especially after trying to rebuild a church in Seattle. This video was taped for a conference in 2006, but is still very apt for church planting. And yeah, there's probably more where this came from. So without further ado...Mark Driscoll.
About this Entry
Aug. 30th, 2007 @ 12:12 pm Making up for the week...
I meant to post this last Friday, but never fully got around to it. My tomorrow should be too busy for me to do anything with, so I'm catching up on break now. This was sent to me by some of my fellow teachers at Potter's School, but that's a story for another time. ;) Take five and watch this...

About this Entry