Friday November 1st, 2013.
Or should I specify that it’s ALSO the other way around. Writing a script is like playing an RPG video game. Be it web series, feature film, short, or even writing a novel, they each have scenes, they each have installments, and there is a multitude of possibilities. I am willing to bet that no one who writes scripts and stories has never ever NOT written at least 2 versions of a scene or ending. I often write or at least think about the various possibilities for my characters, for my story, for my endings. Sometimes I write several versions. In my latest fantasy web series (still in creation and funding mode) I enjoy using the Seers as a means to include the various possibilities within the story itself. And many stories have characters who see the possible futures and the story plays around that, so we get to see what could happen, we get to feel what we want to happen and we get to see what the author decided will happen, which can or can not coincide with what we hoped to see happen. Good stories are complex and include what we think will happen and what we didn’t see coming. Some of these good stories are video games.
When you play an RPG video game, you choose your class, your race or species, you select how you look, tweak your character’s stats, etc. It’s like beginning your own script. For my example, I choose to use Bioware’s famed Dragon Age: Origins, not because the third highly anticipated installment of the series is coming out within the next year, but because it’s one of the RPGs that illustrates a lot of my comparisons. When you begin a game in DAO, you choose your race, your gender, your class. Dwarf, Elf, Human. Male, Female. Mage, Rogue, Warrior. You choose the hero of your story. Each selection alters your character’s storyline and how other characters interact with you. So a Human has a different background and beginning to the game as to the Dwarf. On top of that, an Elf Rogue has a different beginning story than the Elf Mage. Choices made within the game will also affect the rest of the story, this has been seen in a lot of Bioware games. And I’m not just talking about romancing one character as opposed to another.
When writing a script you will come to a point where a major decision will change many things in the film and affect the rest of the film. Video game RPGs include the same. They are not linear. Do you kill the one who betrayed the King or let him live and become a Grey Warden? How will this affect your game. Who will leave your group as a consequence of letting him live? As a writer, you can explore the several options. In video games, they don’t just explore the several options, they let YOU explore because they INCLUDE them ALL. When you write and decide on one thing, then much later in the script, that decision can come back an haunt the character to add suspense, it can come back and aid the character for added epicness. The choice is entirely yours. And as a writer YOU decide how each decision affects the hero of the story. In an RPG however, the difference is that the decisions of how this or that will affect your hero’s story has already been made, but you don’t know, as the reader doesn’t know, how it will affect the game. So you are watching a game as you would watch a film during a cut scene and then you can choose to intercept your friend and prevent him from killing his nemesis or let him kill him. You then become the creator of your story within a story that has already been made. Do you then destroy the data or keep the dangerous data that could end up killing millions. And then you don’t see right away how this affects your game except for interaction with your friend. Until the next game and you realize that keeping the data is what saves an entire species from “genophage”. And it’s the same with film and web series. You can have a few episodes before seeing the consequences, whether good or bad, of a decision made by the hero and his or her allies.