Der Standard

Turning to Hollywood For Video Game Plotlines

- By LAURA PARKER

When Pete Samuels, a founder and the chief executive of Supermassi­ve Games, began working on a survival horror adventure video game called Until Dawn in 2015, he knew he wanted the story to unfold like that of a horror film.

So he turned to Hollywood. Mr. Samuels sought out Larry Fessenden, an American screenwrit­er and director whose credits include the horror films “Wendigo” and “The Last Winter,” and the screenplay for “Orphanage,” an in- developmen­t English language remake of the Spanish horror film “El Orfanato” from the director Guillermo del Toro.

“The gaming audience is growing, and tastes are broadening,” Mr. Samuels said.

In an era of prestige television, high- quality streaming services and indie films that sometimes haul in blockbuste­r box office receipts, video games are facing stiff narrative competitio­n. So game creators are increasing­ly turning to film and television writers to help craft their stories.

In 2014, Sledgehamm­er Games worked with the Hollywood screenwrit­er Mark Boal (his credits include “The Hurt Locker” and “Zero Dark Thirty”) on the story for the first-person shooter Call of Duty: Advanced Warfare. That same year, the former Pixar writer Stephan Bugaj helped Telltale Games develop a narrative for its adventure game series Game of Thrones and The Walking Dead.

In December, Naughty Dog, the studio behind blockbuste­r action-adventure franchises like Uncharted and The Last of Us, announced that Halley Gross, a writer and story editor on HBO’s “Westworld,” would help write the studio’s game The Last of Us Part II. The game will follow its two protagonis­ts, Ellie and Joel, as they fight off zombielike monsters in a post-apocalypti­c world.

But writing for a video game can present hurdles. That’s because unlike film and TV audiences, gaming audiences are not passive spectators.

With The Last of Us Part II, Ms. Gross approached that challenge together with Neil Druckmann, Naughty Dog’s creative director. Ms. Gross, who is a gamer, said she signed on for the project because it was an opportunit­y to learn more about making games while working with characters she was already familiar with.

“I believe storytelli­ng in games has the opportunit­y to create an unmatched level of empathy,” Ms. Gross said. “You’re not just a spectator. You’re experienci­ng someone’s journey firsthand.”

Ms. Gross said they approached the game similar to the way they would a season of television, brainstorm­ing the entire story line and figuring out major milestones for the narrative. That’s where the similariti­es between writing for television and games ended.

“In television, you’re collaborat­ing with other writers,” Ms. Gross said, and “only once the script is in a fairly locked form do other department­s get involved,” she explained. “At Naughty Dog, each narrative beat is infused with not just the ideas of the writers, but also by design, art, and more.”

For now, building robust and dynamic stories can still be difficult, especially in games that have several outcomes depending on what each player decides. When developing the

In search of an enthrallin­g story for a first-person shooter.

story for Until Dawn, Mr. Fessenden worked with a collaborat­or, the writer and director Graham Reznick, whose credits include the 2008 horror feature film “I Can See You.” Together, they crafted a creepy cabin-in- the-woods story focused on a group of teenagers.

The game was conceived as a first-person game, which Mr. Reznick said felt “much less cinematic.” Supermassi­ve Games then decided to switch to a third-person perspectiv­e, and began using techniques usually reserved for films, like fixed camera angles. “This let us actually write dialogue and express ideas closer to how we would in film,” he said.

In the final version, players can alternate among characters, making decisions that affect the outcome. The game, with the voices and likenesses of the actors Rami Malek and Hayden Panettiere, was released on the PlayStatio­n 4 in 2015. It won a British Academy of Film and Television Arts award for its originalit­y.

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