10 Reasons Video Games Are The Hardest Thing To Write

9. Where€™d My Level Go?

Even when you€™re an integral part of the development team, you might not always be around when some of the hard choices get made. Decisions to cut additional modes, game features or even entire levels are normally tense conversations between designers, producers and PMs, with everyone trying to juggle the numbers to avoid having to wield the knife. If you€™re a dedicated writer, chances are you won€™t hear that a part of the game is under threat until it€™s already gone. If you€™ve seen any form of game bible or documentation, you€™ll probably have tried to match your story beats to the size and structure of the game €“ you don€™t want six hours to pass with no plot developments, after all. For a writer, the consequences of these cuts can be disastrous; let€™s say level 2 was a moment of introspection in the desert where your protagonist meets a gruff father figure; it€™s their conversation that convinces her to join up with the rebellion. That level no longer exists, but the conversation still needs to happen at that point in the story, so it€™ll have be crammed in at the start of level 3€ which, unfortunately, opens with the protagonist jumping out of a plane. You can stick a filter over the dialogue to make it sound like it€™s happening via headset, but you€™ve lost the emotional impact of the scene. A lot of sudden character shifts, odd plot-holes and rushed exposition in games happens not because the writer doesn€™t know how to write, it€™s because chunks of their story are getting ripped away as a result of the development process. Scenes are cut from film and TV too, of course, but there you have a team of editors and producers working to sew the story€™s wound closed. In games, the writer€™s often left alone with a needle and, if they€™re lucky, a stick to bite down on.
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Chris has over a decade's experience as a game designer and writer in the video game industry. He's currently battling Unity in a fight to the death.