They’ve Made A Little List…
Earlier this week, Gamasutra – the closest thing to an online industry bible that video game development possesses – listed me as one of the top twenty game writers in the world.
Now, I’m not entirely sure what “top” means, as opposed to “best”, “most notable”, or “most aggressively coiffured”, but I am aware that this is a signal honor, and one that I am both grateful and humble to have received.
There are names on the list who have created the stories for some of the most popular and most highly regarded games ever created. There are names on the list of people who made the games that inspired me when I first got into the industry, the folks whose shipped titles where the required reading of my education in game writing. I’m talking names like Tim Schafer (Grim Fandango, Psychonauts) and Marc Laidlaw (Half-Life), and I am not ashamed to say that I learned more about how to write for games from playing their work than from any other source. To be listed among them means a great deal.
A look through the list reveals an interesting mélange of writerly types. There are freelancers and in-house types. There are folks who’ve been the sole creative force behind projects and people who orchestrated teams. There are people who take projects from A to Z, and one surprised-looking scribbler who is best known “as being something of a professional ‘fixer’.” In short, no two people on the list have the same job. In many cases, they’re not even close, and that begs the question: what is a game writer, anyway?
Ask me what a game writer is and I honestly can’t tell you. Despite nine years in the business and having worked on more titles than I can generally recall, I don’t have a straight up-and-down definition of “game writer”, and neither, I think, does anyone else. The role varies from studio to studio, project to project, and team to team.
And no, this is not some “pity the poor game writer” elegy. The simple truth is that the nature of the job is fluid. This is in part because the nature of making games is fluid – compare the process used to create a Final Fantasy title with the one behind, say, Diner Dash – and in part because the role of writing within games is evolving as rapidly as it has since the days of text-only adventures and players regularly getting eaten by grues.
What I can tell you, though, is what a game writer does, and that’s write games. More specifically, it’s to do whatever writing a game needs, alone or with other writers and always in conjunction with the rest of the development team, to provide all of the writing the game needs. That can be dialog. That can be story. That can be in-game artifacts or scripts for pre-rendered cinematics or help text or manuals or God knows what else. I’ve written everything on that list and more besides, depending on project requirements.
The other thing I can tell you is that we’ve finally gotten to a point where you can say that you’re a game writer, and people will have a vague idea of what you’re talking about. They won’t assume you’re actually the designer. They’re aware that a game – even a game that doesn’t have twenty thousand lines of dialog – does in fact require writing, and that writing is a real and integral part of a game.
God help me, it almost feels like a real job.
Which, ultimately, brings me back to the Gamasutra list. Having read it back to front, and front to back again, I finally figured out what I liked best about it. No, not the fact that I was on it, though that certainly didn’t hurt. Recognition for the work one has done, when it comes from a source you respect and places you in the company of a great many people whose work you admire, means a great deal.
But what I liked best – and you can call me a Pollyanna, or a sap, or whatever the hell you want to – was the fact that in the debate below the article, there were a whole mess of other names that got proposed as folks whose work made them worthy of consideration for a list like this. (Whether they belong on it or not is not for me to say; I will merely note that I have enjoyed and admired the work of many folks who were not on the list, as well as the writers who were on it.)
That is what the political blogs like to call “having a deep bench”. More specifically, it means that there are a lot of game writers out there whom folks are aware of by name (as opposed to “that guy that wrote the game with the guns”). It means that there are a lot of game writers whose work people think is worthy of being held up for praise, and who by extension are considered praiseworthy practitioners of their craft. In plain English, there’s a lot of us out there. There’s more every day, and we’re getting better at what we do.
A couple of years ago, I did a Storytellers piece on the inaugural Game Writers Conference, now subsumed into the Austin Game Developers’ Conference. I talked about how it was exciting being there at the moment when we all walked into the big room and saw a bunch of other game writers there, how it was a stunningly good feeling to know that we weren’t alone, to find a community. I believe I even said something suitably gloopy about how it felt like the beginning of something that would only get bigger.
Well, it was. It has. Next month, the IGDA Game Writers’ Special Interest Group releases its third collaborative book on game writing, something that would have been unimaginable just a couple of years ago – not because of the concept of a third book on game writing, but rather because there are now more than enough qualified contributors to fill out a book like that. Competition for a spot on the next iteration of that list is just going to get tougher. As someone who selfishly likes seeing his name in lights, I could potentially see that as a bad thing. But as someone who cares about the development of his craft, I can’t help but look forward to it.