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The Super Heroes Journey Storytelling in Marvel: Ultimate Alliance 2

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Title: The Super Heroes Journey Storytelling in Marvel: Ultimate Alliance 2


1
The Super Heroes JourneyStorytelling in Marvel
Ultimate Alliance 2
  • Evan Skolnick Lead Writer
  • evan_at_vvisions.com
  • Jonathan Mintz Narrative Designer
  • jmintz_at_vvisions.com

2
Introduction
  • How is being a game writer different from being a
    writer for other fiction-based media?
  • And what the heck is a Narrative Designer?

3
Introduction
Short story writer
4
Introduction
Novelist
5
Introduction
Movie writer
6
Introduction
TV writer
7
Introduction
Comic book writer
8
Introduction
Video game writer
Narrative designer
9
Introduction
  • Jonathan Mintz
  • Over 5 years of game design experience
  • Writer
  • Spider-Man 3 Wii, PS2
  • Tony Hawks Downhill Jam DS
  • Lead Designer
  • Mixed Messages DSi
  • Ultimate Spider-Man GBA
  • Madagascar DS, GBA
  • Evan Skolnick
  • Former Marvel Comics editor/writer
  • Over 8 years in game development
  • Producer
  • Ultimate Spider-Man GBA
  • Over the Hedge DS
  • Guitar Hero III Wii
  • Marvel Ultimate Alliance Wii, PSP
  • Narrative/Writing
  • Ultimate Spider-Man GBA
  • Spy Muppets GBA, PC
  • Over the Hedge DS
  • Transformers DS
  • Spider-Man 3 Wii, PS2

10
  • Action RPG sequel to Marvel Ultimate Alliance
  • Development team size 120 onsite
  • Development time 2.5 years
  • Narrative team
  • Full-time onsite Lead Writer
  • Full-time onsite Narrative Designer
  • Full-time onsite Junior Writer/Narrative Designer
  • 2 offsite contract writers
  • Narrative scope
  • In-Game
  • 15,000 lines of in-game dialogue (8,000 VO)
  • Cutscenes
  • Approx. 55 minutes total
  • Combination of pre-rendered (outsourced) and
    engine-driven (in-house)

11
Act IAdaptation
12
Building on Success
  • What narrative elements worked best in MUA1?
  • Story beats that always served the core gameplay
    mechanic
  • Epic tale to sustain lengthy play time
  • Steeped in Marvel characters, locations, and lore
  • Nods to deep character history, such as override
    conversations
  • Wide variety of character personalities/voices
  • Fan service at every turn!

13
Building on Success
  • MUA2 planned improvements and changes
  • Bring tone up to date with modern comics and
    gaming audience
  • Use narrative devices to honor and reward player
    choices
  • Provide cohesive narrative for all types of
    players

14
Building on Success
  • Bring tone up to date with modern comics and
    gaming audience
  • Shades of grey, not black-and-white
  • Story drives locations, not vice versa
  • Less fantastic, more grounded
  • Explore current, relevant issues
  • Human story with dynamic characters
  • More realistic writing and VO
  • Employ more complex narrative tools to provide
    storytelling depth
  • Foreshadowing, planting, flashbacks...

15
Building on Success
  • Use narrative devices to honor and reward player
    choices
  • Meaningful, morality-based choices within game
  • Civil War
  • Optional missions, more player agency
  • Conversation choices tied to character
    development
  • Character choices matter in both game and story
  • Keep all dialogue in-character

16
Building on Success
  • Provide cohesive narrative for all types of
    players
  • Please skippers, dabblers, and explorers
  • Satisfying critical path content with
    opportunities for more depth
  • Identify and preserve story backbone even as
    development necessitates game content changes
  • Modern presentation to keep all players engaged
    (e.g. full VO)

17
War Planning
  • Where did the Civil War really start?
  • Going back to Secret War allowed a true Act One
    buildup to Civil War

18
War Planning
  • Secret War
  • Written by Brian Michael Bendis
  • Dr. Doom is gone, but Latveria is still causing
    trouble
  • Funding super-powered criminals to foment terror
    in the U.S.
  • Nick Fury and S.H.I.E.L.D. get hard evidence
    against Latverias Prime Minister, Lucia von
    Bardas
  • Von Bardas was effectively placed in power by
    U.S.
  • President refuses to have Fury take action will
    handle diplomatically
  • Fury calls in favors from super hero friends,
    leads secret strike on Latverian operation
  • Mysterious agent Daisy Johnson destroys Castle
    Doom

19
War Planning
  • Secret War
  • One year later, von Bardas revealed as having
    survived as a horrific cyborg
  • Cyborg von Bardas leads terror attack on NYC with
    cybernetically-chained super-villains
  • Heroes avert total disaster, but damage is done
  • Fury ousted as leader of S.H.I.E.L.D.

20
War Planning
  • Road to Civil War
  • Written by Mark Millar et al.
  • Increasing public mistrust of super heroes
  • New Warriors team of teen heroes launch reality
    TV show
  • Mr. Fantastic calculates major global turmoil is
    ahead
  • Iron Man speaks before Congress against proposed
    hero registration
  • New Warriors inadvertently allow super-villain to
    explode in Stamford, CT, killing hundreds of
    bystanders, including children, on TV
  • Congress passes Superhuman Registration Act
  • Captain America refuses to register, goes
    underground
  • Iron Man and Mr. Fantastic support SRA and
    promise to deal with Cap

21
War Planning
  • Civil War
  • Written by Mark Millar et al.
  • Captain America leads Anti-Registration movement
  • Iron Man, Mr. Fantastic and S.H.I.E.L.D. attempt
    to enforce SRA and shatter the Anti-Reg movement

22
War Planning
  • Secret War ? Civil War
  • Gradual transition from black-and-white of MUA1
    to grey of MUA2
  • Flashbacks with only partial revelations
  • Heroes question goals but still complete their
    mission
  • True nature of what players have done not
    revealed until later

23
Test of Character(s)
  • Strict Adaptation vs. Gameplay
  • Removed Daisy Johnson character
  • Put onus directly on players to push the button
  • Force complicity and evoke guilt

24
Test of Character(s)
  • Strict Adaptation vs. Gameplay
  • Civil War allegiance could have split player
    roster in half
  • Hulk and Thor were not in Civil War
  • Gameplay and player choice trumped all these
    considerations
  • Dossiers used to explain details of these
    variations to the hardcore fanbase, but well off
    the critical path

25
Test of Character(s)
  • Creating a cast of characters that worked within
    our limits
  • Shift to higher-rez graphics had major story
    impact
  • No assets from previous game used
  • All characters had to be made from scratch
  • Limited overall numbers
  • Fringe benefit same models used for in-game and
    cutscenes

26
Test of Character(s)
  • Creating a cast of characters that worked within
    our limits
  • Solution pool of NPCs
  • Could serve as friends on one side of the war,
    and enemies on the other (and vice versa)
  • Characters that could change allegiance mid-game
    would do double- or even triple-duty

27
Test of Character(s)
  • Keeping it balanced
  • Diligently avoided playing one side as good and
    other as bad
  • MUA1 had The Masters of Evil
  • In this story, no one thinks theyre evil...
    everyone believes theyre right

28
Test of Character(s)
  • Polite conversation
  • Wanted to do fully-voiced conversations but
    impossible for 24 playable characters
  • Schedule
  • Budget
  • Disc space
  • Considered several options before settling on NPC
    VO and player text choices
  • Higher-rez models this time would allow for
    close-ups and lip-sync during convos and EDCs
    (Engine-Driven Cutscenes)

29
Test of Character(s)
  • Polite conversation
  • Wanted to honor player conversation choices with
    3 kinds of rewards
  • Narrative (different NPC verbal reactions)
  • Systemic (Boosts based on attitude choices)
  • Branching (story divergence)
  • Ultimately accomplished 2 of 3 (almost no
    branching based on convo choices)

30
Test of Character(s)
  • Polite conversation
  • Personality variant text
  • New feature
  • Hulk always sound like Hulk!
  • Not feasible to write 24 versions of every
    player character convo line
  • Adapted personalities concept from our
    Spider-Man 3 pedestrians VO system
  • Organized PCs into 8 personalities
  • NPC lines remain the same, but player text lines
    vary
  • Trickiest part making sure all lines flow back
    into locked NPC VO response
  • Opportunities to add new meaning

31
Test of Character(s)
Intro Line
32
Test of Character(s)
Realist Responses
33
Test of Character(s)
Joker Responses
34
Test of Character(s)
Brute Responses
35
Test of Character(s)
Outro Line
36
Test of Character(s)
  • Polite conversation
  • Personality variant text
  • Some categories were tougher to write than others
  • Renegade always wanted to sound like Wolverine,
    but had to work for Cage, Penance and Thing too
  • We didnt support persistence of attitude (e.g.
    NPCs wont remember if youre being a jerk all
    the time)
  • Number of permutations would take us out of scope

37
Test of Character(s)
  • Polite conversation
  • For key moments, fully-voiced conversations (but
    no branching)
  • Attitude system for in-game boosts
  • Pro- and Anti- variants for certain scripted VO
    moments and convos

38
Act IIExecution
39
Narrative Team Structure
40
Narrative Team Structure
41
Narrative Team Structure
42
Narrative Team Structure
  • Full-time, onsite Narrative Designer and Lead
    Writer
  • Roles/responsibilities
  • Both
  • Collaborate on overall plot with Game Director
  • Concept and plan narrative delivery methods
  • Work with mission designers to plan out in-game
    story beats
  • Patch into VO sessions to provide context and
    addl direction
  • Collaborate on narrative reactions to game design
    changes

43
Narrative Team Structure
  • Narrative Designer
  • Serve as narrative champion among rest of team
  • Work with Game Director to concept mission flow
    concepts
  • Work w/tools team to set up narrative templates
    pipelines
  • Work w/mission designers to plan specifics of
    narrative content
  • Write first draft mission dialogue and set up its
    data
  • Prepare VO recording scripts
  • Manage Junior Narrative Designer
  • Implement core narrative content into game
  • Coordinate production of text content dossiers,
    trivia, loading screens, tutorials,
    achievements/trophies...
  • Keep Lead Writer in the loop on day-to-day
    changes that could affect storytelling
  • Support EDC team on story issues and VO needs
  • Support audio team with VO integration

44
Narrative Team Structure
  • Lead Writer
  • Set and watchdog narrative tone
  • Write all cutscenes (pre-rendered and in-engine)
  • Write all conversations (sometimes over NDs
    drafts)
  • Write all in-game scripted VO (over NDs drafts)
  • Provide feedback on storyboards, cutscenes,
    briefings, audio, marketing materials, etc.
  • Participate in VO casting process
  • Select VO takes for nearly all lines
  • Organize and submit narrative materials for
    licensor approvals
  • Identify, contact and and manage contract writers
  • Edit/polish all narrative content provide
    unified voice
  • Weigh in on big-picture narrative issues
  • Serve as on-staff stand-in for licensor

45
Narrative Team Structure
  • Advantages of this setup
  • Narrative Designer, not having to write as much,
    can stay on top of day-to-day developments
  • Lead Writer, not having to constantly attend
    meetings, is generally free to actually write
  • ND can call in LW at any time for
  • Big-ticket items/decisions
  • Moral support (strength in numbers)
  • Easy for game writers to get trampled by other
    team members
  • When necessary, two narrative champions instead
    of just one

46
Narrative Team Structure
  • Advantages of this setup
  • Side-by-side walkthroughs of in-progress missions
    possible as needed
  • LW can ask ND stupid questions at almost any time
  • Close collaboration possible as needed
  • Onsite LW will catch narrative bugs that most
    others will miss
  • Possible for both ND and LW to patch into VO
    recording sessions

47
Narrative Team Structure
  • Disadvantages of this setup
  • Sometimes other team members didnt know whom on
    Narrative Team to consult
  • Important to clearly communicate roles to rest of
    team
  • Reduce go ask your father situations
  • Occasionally decisions get rushed by Narrative
    team members without proper consultation with
    each other
  • Need to deal with this gracefully
  • If roles not clearly defined, differentiated and
    respected, major problems could occur

48
Narrative Team Structure
  • Other narrative roles (esp. offsite)
  • Keep critical narrative path content in-house
  • Farm out items that
  • Arent crucial
  • Wont be affected by game design changes
  • Could be cut entirely

49
Narrative Team Structure
  • Other narrative roles (esp. offsite)
  • In-house
  • Main story plot and structure
  • Cutscenes
  • Briefings/Debriefings
  • Core conversations
  • Mission VO
  • Potential to outsource
  • Quips
  • Flavor text (a la Personality Variant text)
  • Lore items (audio logs, dossiers, trivia games,
    etc.)

50
Tools Tech
  • Writers often low on tools priority list
  • On MUA2, simple tools utilized for organizing
    narrative and VO content
  • Narrative Scope Tracking spreadsheet
  • Writing workbooks
  • Document data
  • Build tools that allow writers to add content in
    a format the game can exploit
  • VO database
  • Text-to-speech

51
Tools Tech
  • Writing Workbook
  • Excel tool for planning, writing, and exporting
    narrative content
  • Structured for three audiences
  • Mission Designer reviews flow of content
  • Lead Writer edits updates content
  • Narrative Designer exports content into game
  • Workbook pipeline
  • Step 1 Written by ND, reviewed with Mission Des.
  • Step 2 Editorial pass by Lead Writer
  • Step 3 Imported into game w/text to speech by ND
  • Step 4 Triggers updated by Mission Designer
  • Step 5 Final VO recorded, replaces text to
    speech

52
Mission Narrative Pipeline
Mission Designer
Narrative Designer
Lead Writer
General Mission Concept
Mission Planning Meeting
LDD First pass
LDD Review Meeting
LDD Final
Pre-Production
53
Mission Narrative Pipeline
Mission Designer
Narrative Designer
Lead Writer
Map Collision
Core Functionality
Workbook w/placeholder dialogue
Text-to-speech files
EDC stubs
Implement Workbook
Refine Gameplay
Mission Playthrough
Update Workbook
Refine core dialogue
Text-to-speech files
Re-implement Workbook
Production
54
Mission Narrative Pipeline
Mission Designer
Narrative Designer
Lead Writer
Polish core VO
Gameplay Refinements
Licensor Approval
Export VO Script
VO Recording Support
VO Selections
Production
55
Mission Narrative Pipeline
Mission Designer
Narrative Designer
Lead Writer
Gameplay Refinements
Update Workbook
Refine dialogue
Personality Variant Text Writing/Review
Licensor Approval
Bug-finding
Bug-fixing
Post-Production
56
Embracing Change
  • No game writing plan survives contact with the
    dev team
  • MUA1 model
  • Five-act structure
  • Two acts completely expendable, to be developed
    last
  • MUA2 model
  • Four-act structure
  • Individual missions prioritized, act structure
    preserved if cuts made

57
Embracing Change
  • In reality, all possible cuts were made, and then
    some
  • Cutscenes reduced as well
  • Narrative gaps between missions increased to the
    breaking point
  • Needed to have other devices pull more weight
  • Briefings/debriefings
  • Audio objects
  • EDCs

58
Mission Iteration
  • Tools
  • EDC stubs
  • Chatter placeholders
  • Conversation placeholders
  • Finding the right amount of placeholder content
    to support the gameplay while still allowing for
    revision
  • Designed Civil War missions to involve players in
    determining the outcome of similar setups
  • E.g. Cables rebel hideout Players either
    successfully defend it, or successfully invade it

59
Act IIIEvaluation
60
How did we do?
  • Bring tone up to date with modern comics and
    gaming audience
  • Use narrative devices to honor and reward player
    choices
  • Provide cohesive narrative for all types of
    players

61
How did we do?
  • Bring tone up to date with modern comics and
    gaming audience
  • Largely accomplished
  • At times writing didnt account for presentation
    limitations
  • Example Player characters in EDCs
  • Caused some unintentional hokiness

62
How did we do?
  • Use narrative devices to honor and reward player
    choices
  • Largely accomplished
  • Did not deliver many events in which player
    choice drives narrative in different direction
  • However, the signature narrative choice (Civil
    War affiliation) received a lot of love and
    should be memorable

63
How did we do?
  • Provide cohesive narrative for all types of
    players
  • Accomplished (in our opinion)
  • Audience response will be the final arbiter here

64
What else did we learn?
  • Dramatize the story to entire team early and
    often
  • Attempted this regularly but we could have done
    better
  • Vital to get entire design, art and animation
    teams on board with desired tone

65
What else did we learn?
  • Close communication between Narrative and
    internal Cutscene teams is essential
  • EDC pipeline came together late and coordination
    was tricky
  • Not always clear who had final call on content,
    audio etc.
  • Cinematics Director role would probably have been
    very beneficial

66
What else did we learn?
  • Excel has its limits
  • Our massive VO database pushed Excel to the
    breaking point
  • High-powered database program would probably have
    fared better

67
What else did we learn?
  • Onsite Narrative Designer Onsite Lead Writer is
    a good model
  • Most studios not prepared for a Bioware-sized
    investment in narrative staffing
  • Others fail by only bringing in contract writers
    on, often too late to help with story structure
    problems
  • Our Narrative team structure and staffing plan
    positioned us to deliver high-quality,
    well-integrated content
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