10 Reasons Video Games Are The Hardest Thing To Write

8. Conflicting Deadlines

If you wandered up to a film€™s composer, handed them a copy of the script, and suggested that they crack on because you€™d only hired the orchestra until the end of the week, you€™d almost certainly leave the studio in intimate possession of a musical instrument. The idea that the film would be scored using anything other than a damn-near-final print would be considered preposterous. In games, these kinds of crazy deadlines are common, and they often hit writers the hardest. Unlike films, games can launch simultaneously in over a dozen languages, each of which needs to be first translated, then recorded, then edited and mixed. It€™s a sequence of events that routinely takes months, and it requires the script to be finalised and locked down so that any change doesn€™t have to be hastily replicated by a team of people who might well have moved on to the next project. Hitting a deadline can be tough, but that€™s not the problem with trying to lock down the script - you€™re probably trying to clarify the details of something that only partially exists. If you need to write finalised instructions for how to drive a tank, and that tank hasn€™t been designed yet, how can you possibly proceed? One solution is to use a lot of €˜alts€™ €“ alternative takes that swap out the key details, like which button fires the tank€™s cannon, and maybe a generic safety line that works whatever the circumstance. Alts cost time and money to record, so writers can be forced to fall back on generic dialogue and vague instructions €“ these lines are often clunky but at least they€™re not flat-out wrong. Sometimes, that€™s as close as you€™re going to get.
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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.