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Writing for Games
An interview with Christy Marx

Conducted in January, 2007
by Gamer-girl
Buy Writing for Animation, Comics, and Games here
Photo courtesy of ChristyMarx.com
Christy Marx's eclectic, award-winning career spans more than
twenty-five years and includes writing for animation, live-action
television and film, comic books, graphic novels, manga, videogames
and educational books.
In animation, she developed the cult-favorite animation series, Jem
and the Holograms, along with developing, story editing or writing
dozens of animation series such as Conan, X-Men, G.I. Joe, Spider-Man
and Teenage Mutant Ninja Turtles. She was awarded the WGA/Animation
Writers Caucus Award, given for making outstanding contributions to
the profession of the animation writer.
In comics, she wrote stories for Conan, Red Sonja and Elfquest, as
well as creating the mature-level series and graphic novel, The
Sisterhood of Steel.
Her award-winning adventure games for Sierra On-Line, Conquests of
Camelot and Conquests of the Longbow, are recognized as classics of
the genre. She has done writing and content design for games in the
PC, console and MMOG categories.
G-G: How did you get into writing for games? You still write for other media too, right?
Christy: I had been writing animation and live-action for film and TV, as well
as writing comics and graphic novels, for a long time before I got
into games. How I got in was a fluke, the kind that can't happen any
more. Sierra On-Line had a headhunter out looking for artists. My
husband at the time, Peter Ledger, was an artist. When the
headhunter contacted him, I asked whether the company was also
looking for writers. Ken and Roberta Williams were enthusiastic
about my Hollywood scriptwriting background. We went up there,
interviewed, accepted a deal on the spot and moved up there a month
later to create an adventure game. I did all the design and writing
and Peter did the art. I knew absolutely nothing about game design
when I began, but they were willing to give me the chance to learn it
and prove myself.
I continue to work on animation and comics when the chance arises,
though at the moment I'm pretty tied up with full time work.
G-G: What are you working on now, if we're allowed to know?
Christy: I'm the Senior Writer on a new MMOG, but we're still in the heavy
secrecy phase of development, so I can't say anything else about it.
G-G: Can't you tell us aaanything? Who it's by, for example, and what they've done in the past?
Christy: Nope. Very, very secret right now. They implant us with devices
that will make our brains explode if we breathe a word about it.
G-G: What unique challenges have you faced as a games writer that other kinds
of writers wouldn't have to worry about?
Christy: The first and biggest challenge I faced was learning to think about
writing in a non-linear mode, having come from a background of linear
storytelling. I *thought* I was being non-linear when I first began
designing and writing Conquests of Camelot, but I have a certain
logical approach to how I have my character investigate a room or
situation. I was proceeding under the very mistaken notion that all
players would operate in much the same way. I finally received my
wake-up call when I had the chance to watch typical gamers pound away
on the game doing anything in any order with no logic
whatsoever. Grasping the truly chaotic nature of non-linear thinking
is a vital part of being an effective game writer. Game writing is
not for the timid.
Another big challenge is being able to track vast quantities of
variables in one's head and still somehow keep a strong grasp on the
overview of the game. In linear writing, I may go through the same
set of variables while I'm mentally working out with path to
take. Once I arrive at the path, I can discard all that other mental
work. In non-linear writing, I may have to include all or many of
those variables a thousand times over and keep track of them and keep
track of how they affect the other thousand variables. Game writing
is not for the unfocused.
A third big challenge is keeping the writing tight, pithy,
controlled, and short while still being vibrant, exciting, evocative
and informational. Fortunately, I came from a background of writing
for animation and comics which teaches one how to write in that
manner due to the constraints of those forms of storytelling. Game
writing is not for the verbose.
G-G: What was your favorite game-related project to work on?
Christy: I loved working on my adventure games, Conquests of Camelot and
Conquests of the Longbow. I had full creative and design control
from beginning to end, a form of freedom that is unknown
nowadays. And I really loved making adventure games because I had
the luxury of making them character and story-driven.
G-G: How are writers involved in the game development process?
Christy: Unfortunately, it is far too typical for writers to be thrown at a
project as an afterthought. I've seen examples where a project is
halfway or more than halfway finished before someone decides to bring
in a writer.
The ideal way is to involve the writer at the earliest possible stage
of conceptualizing and development. More ideally, this is a
writer/designer who understands the design issues, but all the same,
having the writer crafting the story elements from the start provides
a far superior meshing of story and game elements.
G-G: How are writers involved in the game development process?
Christy: That's a question that involves too many variables for a simple
answer. It depends on the attitude and approach of the company
combined with the attitudes and personalities of the designer and the
writer, and whoever else has a say in the vision of the
project. Some companies place heaviest value on the gameplay side
and consider story a pesky appendage that sort of needs to be
there. Other companies understand the value of story elements and
bring the writer in early. It will depend on whether the writer is
in-house or an expensive, big-name contract writer. It will depend
on who carries the vision of the game because in the end someone has
to make the final decisions and it's not usually going to be the
writer. There might be a lot of friction or there might be none at
all. It really depends on the people involved.
There is also a tension between gameplay and storytelling. The trick
is to find the right balance. That takes a designer with an
appreciation for how story enhances the game, and a writer who
appreciates when gameplay needs to dictate what story can do. This
is a collaborative medium. Compromise, flexibility, good
communication, and professionalism are vital qualities on both sides.
Storytelling is fundamentally linear while gameplay should be
fundamentally non-linear. With my adventure games, the tension comes
from finding a way to direct or guide the player from one section of
the story to another while allowing for the freedom to explore and
solve at the pace and in the manner that the players wants, rather
than what I want.
In the Robin Hood game, I set up specific events/puzzles/discoveries
that would occur within a chunk of gameplay defined as a "day". The
trick was to continue the story via those events, but leave it up to
the player to decide when and how to tackle them.
When I worked on a console RPG, I created a story that had some
non-linear flexibility. It was all removed in favor of design
choices (not mine) wherein the player was essentially run on a rail
in a linear manner. I wouldn't have made that choice.
G-G: Why do you think the adventure game genre faded out? Will it ever make a come-back?
I'm not sure why it faded out. I suspect it was because a couple of
other technical and design approaches flared up and became hot and
popular, such as Myst and Doom. Being the next hot thing, there was
an unfortunate tendency to imitate them rather than continue to do
something original. There was also a bad tendency to decide that
there was a certain type of audience out there (young males) and that
games had to be designed for them. But if you design games for a
specific audience, that is who will buy them and it becomes a
self-fulfilling prophecy. I believe that blinkered approach had a
long-term negative affect on game development.
G-G: In games, do you typically work with whole teams of writers, or is it
just you?
Christy: Again, there is no "typical" because games can have so many varying
demands. I was the sole writer/designer on my adventure games. I
did the major part of the writing for a PS2 RPG, but had a second
writer working on the dialog because there was so much of it. For
most game bible development work, there will be one writer. For
games heavy in story and dialog, you could easily have a team of
writers. For the CSI game, there were different writers/narrative
designers for each of the procedural stories. Finally, there are
MMOGs which, by their very nature and size, require a significant
number of writers.
For the usual computer or console game, I prefer to do all or the
vast majority of the work myself because I usually do have a strong
creative vision and that's simply easier. Plus I like doing
it. With very huge games and MMOGs, having one person do all the
work is out of the question.
G-G: Any advice to writers hoping to break into games writing?
Christy: I spent a long time writing a book that covers this in detail, so I'm
going to take the easy way out and recommend that people read the
book. It's called Writing for Animation, Comics, and Games from Focal Press. I cover both the freelance and in-house career paths.
G-G: I can't help asking - with all the 80's cartoon revival, will we be
seeing Jem again anytime soon?
Christy:
I sure wish we could! There's nothing definite on the horizon, but
I've been pursuing various avenues for a revival. I would love to
re-create Jem for the 21st century.
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