The Joy of Interactive Writing: Why Do It?
Monday, September 15th, 2008
Interactive writer/designer Deborah Todd says:
There are dozens of ways to say something, and as a writer, you get to use most of those dozens of ways in the field of interactivity. It’s not linear. It’s not one right answer, or one straight story line, or one interpretation. In fact, you have to prepare for people who will play the game, or explore the title, in ways that you don’t necessarily intend them to, and write for that.
The very best part for me in the whole process is the initial brainstorming and how collaborative it is. When a team is really coming together, it’s unbelievable how much fun that can be. And the ideas feed upon themselves, so they just keep getting bigger and better and these meetings can totally blow your mind. It’s great. Then, once you’ve got the concept outlined, it starts to mutate and morph and grow and it takes on a life of its own and you get to be there and witness it and work with it and see it turn into something truly amazing.
If you have really good character work, with bibles that have significant backstory, everybody gets into the characters and you get to watch them develop into “real” people.
I’ve been lucky enough to be involved in casting and directing as well, and let me tell you, when you’re a writer who gets to direct, that is heaven! The most fun I’ve had was doing rewrites on the spot with our director. We had some lines that weren’t doing it for us, so we just stopped and rewrote them in a frenzy, had the talent say the new lines right there, did a little more polish, then taped it. It was great fun. Very exciting. Very in the moment. And it made the product better, which was what we were after.
Writer/designer/producer Larry Kay, says:
I like to play games and solve puzzles. One of the things that drew me to this field was the opportunity for a larger quantity of my writing to remain in the final product, unlike in film and television, where so much of what you write just can’t fit on the spine of a linear format. It’s an eleven-minute cartoon, or it’s a 120-page screenplay, or whatever, and that’s that. In multimedia, it’s still possible to push those barriers out a lot further.
That doesn’t mean a writer should engage in hyper-creativity. Every project must have a solid narrative spine, a clear beginning, middle, and an end. If you do not know what the end of your game is before you start writing, you will probably get lost trying to get there. I spend a lot of time creating this macro-structure before I actually write the design document and/or screenplay.”

