10 Reasons Video Games Are The Hardest Thing To Write

4. Pacing And Length

There€™s an old rule of thumb about working with scripts €“ one page equals one minute of screen time. It doesn€™t really stand up to scrutiny, but it€™s symbolic of a world that has tried-and-tested rules for how long you€™ll have to tell your story and ways to make best use of that time. Look to the gaming rulebook and you€™ll find the pages mostly blank, or occasionally written in tears. It€™s hard to predict how long your game will take to complete; huge differences in playtime can and do occur because different players have differing levels of skill. As such, it€™s almost impossible to try and impose a framework - even a simple three-act structure is tricky to map onto a game. Why does this matter? Well, no-one wants to write a story that drags on at a glacial pace or feels unsatisfyingly rushed, of course, but gamers also have the annoying habit of wandering off at random times to eat and sleep. As a TV writer, you can be fairly certain that your audience is advancing through the story at roughly an hour per week. If it€™s a movie, you know they€™re likely to see the whole thing in a single sitting. This lets you control your pacing; bringing back plot devices just when they€™ve slipped the audience€™s mind for an effective surprise and spacing your story arcs evenly across a season. Aiming for a similar level of control, games have experimented with the TV model - artificially chopping their stories into chapters and including recaps to help ease gamers back into the plot. Really, though, gaming€™s a new medium and it needs to live by its own rules. Game writers are getting better at pacing, mostly by trial and error, but they€™re a long way from filling the rulebook.
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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.