As I said in my introduction to my interview with David J. Williams (game writer and novelist), I’ve become fascinated by storytelling through the medium of computer games. Unsurprisingly, being an MMO junkie, I want above all to look at the state of storytelling in MMOs, which present tremendous obstacles for writers, but also really exciting possibilities.
There are a lot of assumptions to examine along the way. What are we talking about when we talk about stories, and games, and narrative, and play? What are designers trying to achieve, and what are gamers looking for, and are they the same thing? It’s a rich field in every sense, what with the games industry having been widely reported in 2009 as having overtaken Hollywood as the biggest sector of the entertainment market.
The latest edition of The Culture Show (BBC2) contains an eight-minute report by Jacques Peretti on the status of video games as art. It’s only available until Thursday, but if you catch this post in the next 4 days and are interested in seeing it, click here. The piece starts at #11.10.
With Apocalypso firmly on hold, I’ve had time to do some reading. For the past several months the focal point of my interest in games design has been converging with my interest in narrative, which is a boring way of saying Stories! Gameplay! WTF?
WTF, because stories and gameplay do not always seem to get along happily when tied up in the same canvas sack. There’s no shortage of commentators pushing the opinion that games are unsuitable as a medium for storytelling, that games will never be ‘art’ nor contain anything of literary value, etc., etc. Some folks are fine with that, some are pissed off about it, and some of us just think it’s a load of crap. Games can tell stories, and well.
So I contacted a man I thought might agree with me: David J. Williams, author of the Autumn Rain trilogy, and story creator for the first Homeworld game. I started off by asking him how he first came to be involved with Relic, and Homeworld.