Pasquinade ([info]pats_quinade) wrote,
@ 2008-08-26 11:40:00
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Entry tags:work

How my not-great plot happened: a mini post-mortem
An interesting article at Rock, Paper, Shotgun tackles BioWare's tackling of issues tackling modern society, tackling one of my Mass Effect plots in the process. I responded in the comments, and after looking at how much I yammered on, I figured it was worth posting here as a look inside how these things get into the game, and why some things that seem dumb get done. I do say some unflattering things, but I'm saying them about myself, so I don't imagine that work will have a problem with it:

Howdy. I'm the writer responsible for the widow and her brother-in-law mysteriously having no trouble with you intruding yourself into a deeply personal discussion about gene therapy. This article had me laughing out loud, and it also raised some excellent points that reflect what we're thinking in the office.

That plot coming down the way it did was the result of a lot of factors.

We needed to fill up some space on the Citadel with a ton of little quests. The Citadel is beautiful and marvelous and epic in its proportions, and also really flipping huge and empty. This meant that fairly late in development, the writing team hunkered down to fill up an area the size of one of the major story worlds with a ton of small roleplaying encounters.

Also, the fact that the Citadel is so big means that if you try to have combat, the 360 emits a high-pitched whine and then explodes. Even without combat, the Citadel pushes the 360 to the edge of its memory constraints pretty hard, and at one point in playtesting, we were playing in a special game mode, "Get from one end of the Presidium to the other without crashing," using our FPS indicators as sonar to try to figure out which way to go without our memory going splat. As a result, our plot designs for the roleplaying plots had to include not a whole lot of combat and limits to the number of characters and the size of their dialog files. (Note that combat that does take place on the Citadel as part of the critpath tends to happen in small hallway areas with doors nearby as level-load areas.)

Add to THAT the fact that the tech guys are swamped by putting together a game in a new engine, with the arrival of new combat functionality like cover and tech beacons requiring last-minute changes to every fighting area in the game, and you've got tech guys who don’t have a whole lot of time to do complex scripting on the plots you wrote in about a day apiece. The plot with the grieving widower, for example, is generally considered to be stronger than the not-at-all-about-MMR plot. It's also more complex, with two conversations and multiple options for who says what and goes where and when they do it. (It's not very complex as plots go, but it's more complex than "These guys fire one conversation, then despawn after you're done talking to them.") That complexity extends to QA as well. Given that QA found bugs on these plots that ranged from people not appearing to people appearing too early to people despawning but still firing their ambient "Hey, Spectre, come talk to me!" lines despite, you know, not being there, the simpler we could make those plots, the better. (Note: Not a knock on our tech guys. Our tech guys were awesome. Also, they were learning a new engine and scripting system. The writers made their share of fun mistakes, and our conversation system didn't change as much as their scripting system.)

None of which means that you're wrong and I'm right. What it means is that at the time, we looked at that plot and said, "Okay, we've got some that have several conversations already. Let's try to do this one as a one-and-out." It was my call, I made it, and when I looked at it in the final game, I knew that I'd been wrong, since, as you correctly noted, it feels way too weird to have these people just include you in the conversation. In the more complex widower plot, there's at least a plausible reason that the widower needs you to be involved.

What bums me out about that plot is that it really isn't one the writers just tossed out casually. We argued about what the issue would be. After I wrote it, I passed it to our editor, and she came back with some tough criticism. Where she will often just correct my spelling or grammar, this time she told me that my initial take was turning the widow into the stereotypical weeping woman, with the uncle as the voice of reason. We wanted it to be more complex than that, with both sides bringing their own baggage to one of those "Neither of these choices are exactly right" issues; the wife is grieving and afraid to lose the baby, the brother is grieving and desperate to give the baby the chance his brother didn't have. The editor and I actually stayed late working on revisions to that one, and we were proud of how it turned out.

Then we heard it voiced over and realized that I hadn't been specific enough in my VO comments (which the writers place on every line), and when I'd written "angry and frustrated", I'd been thinking of a West Wing kind of way, and what I got was an actor yelling "My BAAAAAAABEEEEE!!!" because she thought she was supposed to be more overwrought than I'd intended. It came out like bad soap opera, but it wasn't a major enough plot to do a retake on the voicework, so in it went. That's also on me: I'm a newb writer, and I didn't make my VO comments detailed enough. With better delivery, I think the plot would have felt stronger.

Finally, Mass Effect is the first BioWare CRPG to take place in a setting that includes the real world in its history. It's not the real world, because it's the future, but it's a heck of a lot closer to the real world than Jade Empire or KotOR was. The fact that we can actually reference real-world history and events (except for Hitler, because, you know, we want to sell in Germany) gave us an opportunity to hit real-world problems in new ways, and we were excited about that.

That new cool opportunity also screwed some things up. People talk about the Uncanny Valley as it applies to character design, but it's equally true for plot design. Your elven ranger can walk up and interrupt the baker and his wife as they argue about whether to use garden crystals to keep the bugs out of their garden, even though garden crystals attract skeletal rats in the long run, and even if some part of the player's mind realizes that these people are awfully eager to include you in their thinly veiled pesticide metaphor, the player is generally thinking about magic crystals and undead rats and just doesn't care that much about being invited into a deeply personal conversation between a husband and wife, or is congratulating him- or herself for seeing that incredibly complex pesticide metaphor and doesn't care how gamey the plot structure is.

You put that same plot in the real world, or something where people have names like Ashley "Boom-stick" Williams instead of Alustria Swiftarrow, and people aren't thinking about crystals and rats, and that plot design that wouldn't have bothered the player in a fantasy game sticks out like a sore thumb… a sore thumb who is JUST THINKING ABOUT THE BABY!

Overall, I'm really proud of the small part I had on Mass Effect. There are some plots I'd love to take back and get the chance to do again, knowing what I know now about how they'd play once they were actually in the game, and there are some that came together just wonderfully. In the offices, designers on all the projects are playing the game, making a lot of the same observations you just did, and looking for ways to improve what we do. I hope that you'll see us improve in the next game.




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[info]viking_cat
2008-08-26 06:25 pm UTC (link)
Really useful and intriguing. Hey, will you take a glance at your links? They don't seem to be working for me, and I'm interested to follow them.

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[info]pats_quinade
2008-08-26 07:16 pm UTC (link)
Hunh. No idea what happened, but I went in and relinked everything. Should be happy now.

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[info]valancymay
2008-08-26 06:57 pm UTC (link)
I loved the widow/gene therapy thing. I generally love that kind of quest, though, where you're just asked to reason things through.

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[info]pats_quinade
2008-08-26 07:18 pm UTC (link)
It eventually didn't bother me that much, but I think that was just me getting beyond the plot structure. It might actually be a rare one that works better for game designers than non-game designers, because we can understand and then ignore the structure. :)

Or maybe it was Cookie's influence. She was a major factor in me not sounding like an idiot as I wrote that.

Anyway, thanks either way. :)

Edited at 2008-08-26 07:18 pm UTC

(Reply to this) (Parent)

Take him out back and shoot him...
[info]kitsunealyc
2008-08-27 03:31 pm UTC (link)
Ah, so *you're* the one to blame ;>

Thanks for this interesting insight into the factors that went into this story. It's particularly useful to hear about the VO notes. The first time I ran into this plot, I didn't like it for more or less exactly the reasons your editor pointed out (My comment to a friend was: "Baby plotlines. Bah! This woman is so hysterical, I think her womb wandered all the way down to Chora's Den for a stiff drink.") On my second play-through, I noticed that the dialogue wasn't the problem so much as the delivery.

Armchair criticism is always the easiest (and usually the least useful or valid). Thanks for letting it hang out there a bit so that those of us who aspire to write hysterical mother/endangered fetus plotlines for excellent games like Mass Effect can learn from your experiences with the process.

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Re: Take him out back and shoot him...
[info]pats_quinade
2008-08-29 12:06 am UTC (link)
Yep. She's going at the issue in a very emotional way. So is the uncle. Sadly, the uncle's VO doesn't quite start at 11 like the mother's, so even though Cookie and I rewrote the crap out of it to show both sides of people worrying about these things, and everyone being emotional... it still comes off as the "MY BAAAAAABY" plot.

One to learn from, anyway.

Also, Cookie and I enjoyed many dirty jokes about the widow and her brother in law clearly had some attraction-and-guilt issues that they needed to work out on their own. That possibly came from us being punchy late in the production cycle.

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[info]jaesun
2008-08-27 04:02 pm UTC (link)
I *thought* this quest might actually be from you. I played through the PC version a while ago, and was trying to figure out which stuff you had worked on (other than the elevator dialogs, which I believe you wrote as well. The Hamlet one was hilarious!). I actually liked it.

In my first play-through, I was very very cautious with my decisions (on side quests) in that I thought that some of the decisions that I make may come back to haunt me later. Though, now that I have played through the game, I know they don't effect anything. But I don't think that was the scope of them, other than for a few Paragon or Renegade points. It WOULD be nice if Mass Effect 2 might draw upon a few of the side quest choices you make, and provide the player for consequences for said actions.

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[info]pats_quinade
2008-08-29 12:22 am UTC (link)
Hitting the Mass Effect wiki, since my memory is faulty (I can remember the plots, but the names I used aren't the names you seen in the journal):

Citadel:

Old Friends: The "Not as good as I Remember Me" background assignment

Homecoming: Probably the one I'm proudest of

Signal Tracking: The goofy Crazy AI one

The Fan: Patrick writes creepy fan guy

Presidium Prophet: The Big Stupid Jellyfish plot

Reporter's Request: Emily Wong, Ace Reporter, part one

Family Matter: The Learning Experience

Planting a Bug: Emiily Wong, Ace Reporter, part two

Negotiator's Request: Druuuuuugs!

Feros:

Power Cells: 16 dialog lines of rock-hard awesome

The rest of Feros I edited, but didn't write

Uncharted:

Hostile Takeover: The crimelord who inconceivably DOESN'T double-cross you after you eliminate her rivals (one of my favorites, just for that, and also I love the actress's voice)

Dead Scientists: The really cool hostage plot with Toombs

Hostage: The so-so hostage plot (I like the cinematics, but it just doesn't come together writing-wise like the one with Toombs, although it helps if Kaiden is in your squad)

Besieged Base: The so-so Paragon Mission

The Negotiation: The much-cooler Renegade Mission

I'm sure I missed something in there, but I can't for the life of me remember what. As you can see, it's a bunch of the little stuff. Nothing huge.

And yeah, because these were added so late, there wasn't time to put in more consequences in terms of people coming back later. That's something that I believe the team is working on in the sequel. So we can hope. :)

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[info]jaesun
2008-08-29 03:46 pm UTC (link)
Ah! Thanks for the list! Well dammit, now I have to re-play AGAIN now knowing which stuff you wrote. I just d/l the Bringing Down the Sky add-on which I have not played yet, so I guess it is all good. :)

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[info]tita_diwata
2008-08-29 04:17 am UTC (link)
Wow, thanks for giving me more credit than I remember ;-) I actually have a rather cool memory of the two of us in my office at home, talking through this plot. In my mind, it was one of the early defining moments of our friendship. I'm still pretty proud of how it turned out on paper. Yew rite gud. Next time, neither of us will be so green about the VO comments.

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A side note to a side note
(Anonymous)
2008-08-31 01:31 pm UTC (link)
There's no problem with doing stuff about Hitler, you can sell that in Germany. Just don't put swastikas in, those are illegal there.

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Re: A side note to a side note
[info]pats_quinade
2008-08-31 03:49 pm UTC (link)
Maybe legally, but our Localization and GEOPS departments flayed the writers alive for using Hitler or the word Nazi, even in a flat historical perspective. We were directed to change any number of things based on potential cultural concerns.

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(Anonymous)
2008-08-31 05:00 pm UTC (link)
Huh. What actually surprises me most about this is that the writer isn't in the room when the voice work is being done. Surely the direction isn't normally just left to text comments?

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[info]pats_quinade
2008-08-31 05:04 pm UTC (link)
Depends on the project and the writer. I was really junior, and usually it's a senior writer who sits in to listen to VO takes. Sometimes even the senior writer is too busy, so we just trust it to the people in Audio.

I've been in VO sessions since then, and I firmly believe that whenever the writer can be in there, he or she should be. It's incredibly valuable, both for getting the right feel and for seeing immediately what lines don't work when spoken aloud.

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[info]ksleet
2008-09-02 06:40 pm UTC (link)
Hi, came here from Rock, Paper, Shotgun. And loved Mass Effect!

I didn't have any problem with this particular plotline, because you offered a "The heck with both of you freaks" dialog option. If I have the in-game ability to tell these guys to buzz off, it's not such a big deal if the situation is peculiar -- perhaps they're just peculiar people.

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From an actor's perspective....
(Anonymous)
2008-09-02 07:34 pm UTC (link)
While I totally understand your points here and your discussion of the "Uncanny Valley" as it applies to story was insightful, I have to say you lost me when you tried to place some blame on the voice actors.

If you read a screenplay or a play, writers don't write "line readings" for every line. It's very rare, and when it does happen it's there just to remove ambiguity, not to give direction.

It sounds like the fault lies mostly with your voice-over directors (or lack thereof). I think it's unfair for you to tell an actor how to read the line, then get upset when they do it that way. I have to wonder if maybe you had trusted the actor to do her job and not written "angry and frustrated" next to the line, maybe that actor would have given the more even reading you wanted.

Anyway, it's hardly fair for me to criticize you too much about it when as a whole, Mass Effect - and all BioWare games - are such tremendous opportunities for voice actors. Great story, great characters, great production.

Just finished the game this weekend, by the way, LOVED it.

Thanks,
-SCH

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Re: From an actor's perspective....
[info]pats_quinade
2008-09-02 07:56 pm UTC (link)
It's totally fair for you to criticize me. I'd been thinking in terms of "If I'd written more specifically", when "If I'd written less" might have worked just as well, or even better. My acting was limited to "Negro Servant" in a high-school production of "The Miracle Worker", so I'm pretty confident that you know better than I do.

And I apologize for coming off as blaming the VO actress. I wasn't in the booth, and I don't know what went down. Could've been my VO comments. Could have been the person handing the comments up here in Edmonton. Could have been the person dealing with the actor at the recording site (when I've done this, I'm in a booth in Edmonton, and a director is down with the actor in L.A.). Could have been any number of things.

I've since been in sessions where I've gotten great results, and in a few where I've thought that the actor wasn't right for the role. (Sometimes that's something we can deal with. For a plot like this, where the characters have very few lines and are usually done as a bit of additional side-work at the end of an actor's take on a much larger role, we don't have the luxury of being picky.)

Self-Edit: To be fair, though, I can't totally take this one off the actor's hands. The same level of VO commentary got me the readings for Samesh Bhatia, Corporal Toombs, and Helena Blake, all of whom absolutely MADE those plots everything they were. Blake was calm and Bhatia was quiet, but Toombs was just as emotionally charged as Petrovsky (the woman), and his reading was just plain stronger. Maybe they did it despite my VO commentary, or maybe they were just better natural fits for the role. I dunno.

It's possible we had a different director that day, and that could make a difference, too. I've seen directors who were clearly into the game and wanted to help, and directors who were giving VO instruction that was the utter antithesis of what we'd explicitly written in the directions. But I was doing the same type of VO commentary on all of those plots. I by no means intend to put all blame or even most blame on the actor, but your comment disagrees with me for putting any blame on the actor, and if one is willing to take some of the credit, one should be willing to take some of the blame.

Also Self-Edit: We write more VO commentary because our plots aren't linear, and a given line can come in from several different places. After getting burned by having one actress do a GREAT Angry read on a line that was supposed to be Neutral because it could have come from an Angry place or a Happy place, we now err on the side of VO commenting everything, at least at the level of paraphrasing what's being said in the line, and the context. Might be more info than the actor wants, and that's actually really helpful information for me to take back to the writing team in the future.

Also Also Also: If you were the actor who did Petrovsky, then you know what was going on in the booth better than I did. Given the low-on-ladder importance of these plots, I'm guessing you were brought in for a major role, then given this at the end with little or no prep time or direction, in which case, this isn't on you, but just goes to highlight that some of these plots could have used more time. The acting in that plot wasn't bad, it was just wrong for the plot, and I think that the blame can be spread as far as we like on that one. I'm sorry if my comments offended you.

Anyway, thanks for commenting. I really appreciate an actor's insight into this side of things!

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Re: From an actor's perspective....
(Anonymous)
2008-09-03 02:51 am UTC (link)
Thanks for taking time to respond to me, Patrick.

I think we are all - actors, writers, and directors - still figuring out this new medium for story-telling. You, as a writer, don't have the luxury of working the entire piece like you would if it were a screen- or stage-play. You aren't able to craft the entire show in the same way. So perhaps those line-readings (i.e., commentary) are necessary.

It's such an interesting new medium for a lot of reasons, and by "interesting" I don't mean "bad". I personally haven't worked on a voice-over for a video game (so don't worry, it wasn't me who played Petrovsky, I was just empathizing). And I'm not opposed to it, but I imagine one of the interesting parts is that you have to play the character through several different outcomes.

It's non-linear, and that presents a special challenge to all of us.

Really enjoyed what you had to say, thanks again.

-SCH

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