Post date: Mar 28, 2014 5:39:0 AM
TAKEAWAYS:
Roundtable talks were quite different from regular lectures in that everyone got to pitch in, ask questions, answer them, and get a bit more personal with experiences. A good place to get into meaningful conversation, get some good advice, and make connections. I had somewhat of an easier time participating in roundtables and talking to many of the other attendees afterwards. These talks can function much in the same way that parties do-- only you've already narrowed down a fine topic of conversation.
Media/Works of fiction aren't solely a source of entertainment. Fiction reflects directly off of society, while also influencing it. People have every right to be aggravated by problematic aspects of a work of fiction. This is something I have known and am happy to say has actually been reinforced in some of the talks I've attended. It's important for us as creators to keep in mind that our work can impact people in extremely negative ways.
Indie startups tend to rely too much on kickstarters. A big problem is people that start one for someone who isn't really passionate about the game, or it's only a hobby and they drop it. This happens often. You have to figure out how your project is getting funded from beginning to end without mixing it with any other project. If you're really going for a kickstarter, start at a smaller scale. For example, getting small funding for a free game while promising vanity type rewards with deep meanings. Things like having the backer's picture in the game, name in credits, special thank you in-game or on the website. Additionally, never accept to do free work or you won't be taken seriously. The same goes towards hiring others. Example: You can take care of the visual aspects of your game, but can't really do much about the programming-- work out a "skill trade" deal with one. You make art assets for their game and they program for yours. These are things that a lot of people do when they do not have the funds to pay for skills.
A lot of what was said was extremely important on many different levels, and while most of the talks I attended were not explicitly "visual art" talks, they still apply to all of us. I'll try my best to condense what I feel are the most beneficial points of some of the talks I attended. A majority of my notes are a mess of bullet points that I'll continue to fix up and put them up on my art process blog. In the meantime, have some notes on these two very important talks:
Game Writer's Roundtable: Tricks, Tips and Techniques: Beginners & Students
How do you boostrap as a writer? What books would you recommend?
The three books authored by the Game Writing SIG are a good place to start
Game Writing: Narrative Skills for Video Games (ed. Bateman)
Professional Techniques for Video Game Writing (ed. Despain)
Writing for Video Game Genres: From FPS to RPG (ed. Despain)
Also Character Development & Storytelling For Games (Sheldon)
Writing samples:
Most companies will ask for writing samples.
Think about what you submit
Research the companies you’re applying to and see what they want.
What is their philosophy?
Find out and make sure your portfolio matches that.
Submit something appropriate and professional
Erotica is probably a bad idea, but that hasn’t stopped people from doing it
What about working remotely?
Make sure you have your clients understand what the vision is and that you agree with it, because you’re not going to have ftf communication all the time. Clients need to understand their milestones and deliverables to you, too
When you don’t get a chance to do research – give a variety of samples but make sure they know your range
Ask good questions
Remote work is a double edged sword, and its success depends on the game.
One writer went full time because she always felt like she was in a vacuum
Working remotely, you get a lot less control, and you have to accept that.
Accept that you’re at a distance from the project
Communication is vital. In-house provides instant access and instant change
Working remotely can be a challenge
Understand what discipline what people are after.
Worldbuilding/concept are easier from remote, for example
Job Hunting
Crytek had 5 openings and got 1500 responses.
With that kind of competition, don’t get cute with your resume
This is not the place to show your creativity
Sending full scripts is very mean to people who have to read your resume.
Hit the sweet spot
What should writers charge for their work?
Look up the company. See what they’ve published and see if they have money.
The editorial freelancers’ association tries to provide matches to existing structure
Contract & other issues:
If you’re just starting out, go more towards the minimum
Get the # of revisions you’re expected to do locked down in your contract.
Get payments attached to milestones
Charge an upfront fee if you can. (25-35% in example)
Have a rights clause attached to final payment
Get a kill clause. It protects both sides
GET A CONTRACT.
There are templates available
Work with your client to work out specifics
Look up work for hire agreements and copyright laws
Reference: the Mike Monteiro “F*ck You, Pay Me” video
E-lance holds money in escrow. It’s potentially useful if there are trust or communication issues with a client
NEVER WORK FOR FREE
If you do, they mostly won’t respect the work you do. Get /something/, even if it’s delayed or small or a t-shirt
When they talk to you about all the exposure, tell them that people die of exposure
Misogyny, Racism, and Homophobia: Where Do Video Games Stand?
Social Injustice
Ranges from mysogyny, racism, homophobia, queerphobia, transphobia, ethnocentrism, and so much more
Realize that:
Social injustice is systematic and ingrained
Social injustice is not exclusive
We don't go after people-- we go after what they say or do
Games will be named, yes, even your favorite games
We're talking about a specific, problematic piece
We're NOT saying the team vision is problematic
Game Content is our focus and what they say about us as a society
Issue of Representation
As creators, we are somewhat empowered to change the topics in games
Representation is extremely important
Minorities feel omitted by popular culture
Media shows unrealistic views of beauty as well as negative influences
It is up to us to craft media
IDENTITY CONFLICT
Self identity vs. Perceptive
Example: GTA5
game does everything to remind you that transwomen are objects of ridicule.
Enables the rest of people to not treat trans people as PEOPLE but a JOKE
This affects IDENTITY
People have every right to be aggravated and indigent when their experiences and identities are trivialized, especially in an insensitive manner. When this is catering to an audience for profits it is even MORE aggravating
These mentalities don't come out of a vacuum. they reflect off of society and how the audience thinks. Enabling harmful mentalities only worsens the issues and essentially trivializes its impact.
STEREOTYPES
Why do they exist? Why can they be useful?
Stereotypes are shortcuts that make people more easily accessible because they allow us to group people into smaller sets.
What is the issue?
Many stereotypes are negative.
Effects of exposure to sex stereotyped video game characters has a negative impact on tolerance of sexual harassment
Emerging patterns in games are problematic
Playing with prejudice:
the prevalence and consequences of racial stereotypes in games
This means that whites are represented as romanticized heroes versus People of Color, which were shown as athletic, violent brutes, effeminate gays, trans prostitutes
REJECTING STEREOTYPES
Why do it?
It's lazy and boring!
Social responsibility
Tired of same old straight white cis male protagonist (with a little stubble)
Be willing to challenge the default. Push back on executives.
Shifting demographics: younger audience expects diversity
It starts with us pushing back on our colleagues
REALISM
Old Tired Arguments
"Women weren't soldiers in medieval times!" "Women were treated that way!" "But dragons are legit"
POOR ASSUMPTIONS. Laughable excuses.
You can find plenty of women on history books. Others you can't because those were written by the victors and usually that's men (wow!!! surprise!!!)
"But the audience doesn't respond as well to heroes who aren't white males!" - i.e. those games sell fewer copies
Those "untypical" games simply don't have the investment the typical blockbusters do
Adhering to sexism in a fantasy world that does not adhere to any others is problematic
Women, girls, minorities deserve to fully participate in fantasy constructs the same way white hetero cis males do
Example: Game of Thrones
Even though the narrative has some strongly characterized women, that does not diminish the problematic aspects of the overall narrative's treatment of women
If you want to make meaningful games, we need to stop falling back on the realism excuse
DYNAMICS
Need to make hooks into the mechanics of the game
Need to respect social justice
Needs to take stances and create deeper systemic meetings
Example: Assassin's Creed: Liberation
Three different personae mechanic for Aveline.
Deals not only with narrative issues, but also mechanics and how you interact with the world
Puts the experience in the player's hands
Example: Papers, Please!
Puts you in a difficult position:
Break up families?
Take away from your own people?
Racial profiling
Hate yourself for the things you do in game
ENABLED THROUGH INTERACTION
Dynamic Problems
Creating interesting dynamics
Must be aware of how easy it is to do it wrong
Avoid oversimplification. We have to expect it to be hard.
KEY POINTS
We don't do a great job demographically
Minorities fall into negative stereotypes
When we try to push back against these negative stereotypes, there are ridiculous lazy default "realism or historically accurate" arguments that don't apply to the game in many other ways
Where do video games stand?
In a problematic area. Problematic content and representation problem.
What can we do? What are the initial steps?
Step one
Understanding there is a problem. You are the way this changes.
Step two
Spread the message. Speak up. We can't always rationally and clearly explain. Have backup because you are not the only one this bothers.
Step three
Don't get discouraged. This is a long and hard path. Keep going!
Step four
Create the game. If enough of us can get to this point, we're starting to get somewhere!
LET'S START TODAY TO CHANGE THE CORE EXPERIENCE OF THE PLAYER AND CHALLENGE THE PRETENSE OF HOW OTHERS VIEW THE WAY WE MAKE GAMES.
THIS PROBLEM IS SOLVED WITH ACTIONS. NOT THROUGH WORDS.