This is a new NDE series featuring interviews with Game Writers in the Trenches™. The game industry is riddled with the unsung heroes of interactive storytelling. As game developers are increasingly looking to create meaningful virtual narrative experiences, listening to the real-world wisdom of these writers can help everyone on the development pipeline understand their trials, tribulations, and needs, in hopes of enabling them to do their job as they know best. Today's game writer is Haris Orkin. His experience as writer runs the gamut of media types, with a most recent focus on games. I'm hoping to see what we can learn from his knowledge and experience.Stephen Erin Dinehart: Haris thanks for taking the time to interview with the NDE. Your most recent project was Command and Conquer: Red Alert 3, can you explain your role and duties?
Haris Orkin: I was hired to work with the team on the story for the game and write the script for the live action cinematics. The story was collaboration between Mical Pedriana, who functioned as the narrative designer, Jason Torres, the lead game designer, Mike Verdu, head of EALA, and me. We wanted the tone and the concept to be a continuation of Red Alert 2, which came out about seven years ago. Mical was the audio lead on RA2 and wrote all the unit responses. I was a big fan of that game and the Command and Conquer series in general. So I knew the tone and the story and the characters and was thrilled to be included. A bare bones outline of the basic story was already in place by the time I was brought on board. But I suggested some changes, fleshed out the existing characters, came up with some new ones, and created the relationships and conflicts and many of the specifics. I also wrote and/or rewrote what we call the "Talking Heads"; live action head shots of various characters that appear in game that help steer the player in the right direction vis-à-vis game play. I helped Mical on unit responses and co-op commander responses and barks as well.SED: Is that a full-time or contract position?
HO: Contract.
SED: Was there a significant change in the format of your solely the cinematics versus writing for an entire game as you did on Call of Juarez?
HO: I wrote the cinematics for RA3 with Final Draft, a screenplay program. But all the unit responses and barks were written in Excel. COJ was written entirely in Excel. While RA3 has clearly delineated cut scenes (and the talking heads), COJ has fewer cut scenes and more scripted events, so you're still within the game world. (Much like Half Life 2.) All the cut scenes used in COJ used Techland's proprietary graphic engine, so it was easier to keep a feeling of seamlessness between the game play and the story. We also told a lot of the story with artwork and audio monologues while the levels were loading. RA3 uses the same story-telling mechanic that Command and Conquer series has always used. I think it still works for an RTS game, since we're cutting from live action scenes to a top down RTS view. To cut from a live action scene with real actors to a first person view with CGI characters could be pretty jarring and possibly pull you out of the narrative. RA3 does use CGI cut-scenes that show off the units and big story moments and I contributed ideas for those as well.
Continue reading Game Writers in the Trenches™ 1: Haris Orkin.





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