Tech UPTechnology"The players don't want to hear a lot of...

"The players don't want to hear a lot of dialogue, they want to play"

On March 26, one of the most anticipated video games of the season will be released: BioShock Infinite . We took advantage of the visit to Madrid of one of its scriptwriters, Drew Holmes, to ask him about the new game and some aspects of the work of video game writers … What happens if the player does not go where he is supposed to go?

Very Interesting: The first question is a must… What are the differences between developing a script for a movie and for a video game?
Drew Holmes: The biggest difference is that, unlike in the movies, we cannot control the camera in the video game. The games are interactive. Players should be able to experience the story of the game at their own pace. In Irrational we don’t usually use “cutscenes” (stops at different moments in the game) because we want the player to control it as much as possible. From the point of view of the script this means that when writing the scenes we must take into account: “What happens if the player does not go where he is supposed to go?” Keeping the story moving while allowing gameplay are the main challenges we face when writing a video game

MI: What are the steps that are followed to create a video game? How long does it take to create a video game like BioShock Infinite?
DH: Creating BioShock Infinite took us about four and a half years. In some games it takes longer, in others less. Ultimately it depends on each game.
At Irrational our games always start with what story we want to tell. From there, the designers and artists begin to build the levels of the game, the animators begin to work on the characters … and the programmers go crazy with all the crazy ideas that come to mind. Everyone collaborates in creation.

MI: What are the main qualities that a scriptwriter must have to create a good video game?
DH: My mantra is always: “less is more”. Players don’t want to hear a lot of dialogue, they want to play. Being able to deliver ideas or plot points to players as quickly as possible, without sacrificing quality is vital to the script in games.
A strong sense of visual storytelling is also a key point, because the games are interactive and the environment is very important for storytelling. Players can receive much more information through the world than through individual dialogue.

MI: What role does a scriptwriter play in the graphics, settings, and playability of video games?
DH: At Irrational we have a very collaborative team, with good ideas that come from all over the place. Because storytelling is an integral part of our games, the writing team works hand-in-hand with artists and designers to create the best possible experience.

MI: What can you tell us about BioShock Infinite, which will be released in our country on March 26?
DH: We are really nervous for people to meet Elizabeth. She was by far the biggest creative challenge in BioShock Infinite. His character forms a true couple with Booker (the video game’s co-star) and is fundamental, not only for the story, but for the gameplay as well.
Hopefully people will have a deep and emotional connection to Elizabeth, as all of us at Irrational have.

MI: What is your favorite video game / video game saga? Why?
DH: I love the Uncharted saga. Amy Hennig and the team at Naughty Dog are true storytellers and the series has some of my favorite moments in the world of video games.

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