Halo 4 - Inside the Gaming Studio: Lead Writer Chris Schlerf Talks Master Chief

How to Control Story Pace in an Interactive Medium

Pacing is one of the most critical components in terms of dramatic development, regardless of the medium. Each individual€™s play style can be widely divergent (as someone who has probably taken, shall we say, longer than necessary to finish certain games, I have a profound appreciate for this fact€). Approaching a game€™s narrative from a structural point of view, it€™s helped me to look at the global pacing first before worrying about the creation or timing of individual moments (where you€™ve got the least control, obviously). How are the major beats spaced out from one to another? Will there be sufficient time/opportunity between them for the story to evolve sufficiently? Are you looking at any dead zones, where nothing is moving forward for too long? From that, you get together with your team, and work towards increasing the granularity until (hopefully) you€™re able to address the individual story events discreetly and weigh their placement against encounters, mechanic introductions, etc. Anyone who works in games will tell you that the story is constantly changing, and that is especially true with regards to pace, all the way up until it€™s going out the door. But if you€™ve spent the time to keep your narrative spacing as tied to your structural foundation as possible, it will help to keep the overall momentum more stable than if you were constantly trying to compensate solely by tweaking the moments themselves.
The Maturity of the Medium
Theater evolved slowly over thousands of years. Literature less so, and film is just a hundred or so years into its development. With video games, we€™re arguably only in our third or fourth real decade. It€™s a bit like giving a teenager the keys to your new Ferrari. We have all this creative horsepower at our disposal, but that doesn€™t necessarily mean we always know how to use it with finesse or skill. But that€™s also how you learn €“ you throw yourself in the deep end and figure it out as you go. So I don€™t think the speed with which the industry is maturing is necessarily detrimental; if anything, it may just make the ride a little bumpier with more scrutiny paid to our successes and failures at a time when we€™re still figuring out who and what we are as storytellers. The greatest achievement an individual game can make at this point is to say they moved the ball down the field a little for the next group of folks. Also, for as quickly as we€™ve grown, you still have to consider who are playing games today and what they€™re playing. The barrier for entry to AAA story-based games is fairly high €“ as much as my mother may be proud of her first born, there€™s just not much chance that I€™m going to walk in on her playing Halo 4 anytime soon. But at the same time, I constantly find her playing casual games. So we certainly have these avenues for storytelling across a variety of player types, platforms, etc., but we€™re really just starting to scratch the surface of how we make game narrative as ubiquitous in peoples€™ lives as with other mediums like film or TV.
Studying Gaming Critically
I€™ve found the best critical approach is to play other games, frequently and deeply. In many ways, we€™re just entering the Golden Age of Gaming; the semantics of the art form are still being generated, release by release. Our Ken Levine€™s(Irrational Games) and Amy Hennig€™s(Naughty Dog) will be the DW Griffith€™s and Fritz Lang€™s for the next generation of innovators. I also feel that we have a responsibility to look outside our own medium for instruction, and outside the typical genres which influence a lot of our creators. What can we learn about single-set presentation from theater? Is there a way to adapt the spontaneity and improvisational feel of some independent films into an interactive medium? Game criticism/analysis is a field that I think is going to just blow up in the coming years. We have a medium where we€™re still in some ways discerning the differences between technique and style, and as we start to analyze not just why some of the things we do are successful but how different approaches can achieve those same results, we€™ll hopefully start to see the same types of academic and critical interest that other art forms enjoy.

Contributor
Contributor

Patrick Dane is someone who spends too much of his time looking at screens. Usually can be seen pretending he works as a film and game blogger, short film director, PA, 1st AD and scriptwriter. Known to frequent London screening rooms, expensive hotels, couches, Costa coffee and his bedroom. If found, could you please return to the internet.