“Everybody has a plan,” sez noted philosopher Mike Tyson, “Until they’re punched in the face.”
Writing a game is exactly like being punched in the face and I’m sick of pretending otherwise. We start with plans, do we not? In fact, my plans have just gotten more and more in-depth over the years:
Mysteries of Baroque outline: A relatively slim 6,370 words
Cliffhanger: Challenger of Tomorrow outline: 13,237 words
The Beast of Glenkildove outline: 9,877 words
My current project’s outline: a whopping 18,008 words
But looking at any of these outlines now, I’m struck by how much tends to change between the plan and the game/getting punched in the face. I never introduced one of the ROs described in the Baroque outline - I felt like she just didn’t fit the tone and mood of the game. I removed an RO and a major subplot and in-game conflict that went with them from Cliffhanger - there was just too much going on as it was. And although the cast and premise of Beast is pretty much the same as in the finished game, the plot outline goes in a completely different direction, with only Chapters 1 and 2 of the game bearing any resemblance to what I said in the outline.
I think in some ways I know and accept that this is going to happen even as I write the outline. Writing an outline is a good exercise. It imposes discipline on confirmed improvisers like me, it forces you to think long-term and think about structure and potential character arcs. But at the same time, from my point of view, writing an outline of a game you haven’t written yet is a bit like writing a description of your experiences of a country you haven’t visited yet. You can imagine what it’s going to be like. But you’re not going to know for sure until you go there/write the game/get punched in the face.
Part of this is the characters. Now, I’ve always been a little impatient when authors talk about how their characters take on a life of their own, speak and act in a way that they didn’t expect, etc. I mean, you’re still flipping writing them, mate, at the end of the day they do whatever you say they do.
But I do feel as though when I’m creating characters, I don’t feel that they’ve got any creative fire behind until I’ve written them talking and doing stuff and interacting with other characters. So I tend to avoid going into a lot of detail on what major characters will actually do in the outline; instead I equip them at the outset with traits (hotheaded, compassionate, self-interested, etc) and as I write, I try to think about how they’re going to react to the events of the story and the actions of the PC. That is for me the character, not the static collection of traits and backstory they start with.
But there’s also just the fact that, in my heart, I love interactive fiction, both reading and writing it, because I like being surprised. If I’ve sat with an outline too long, if I know exactly where the story is going to go, I might just change it so as to surprise myself.
How about you? Do you adhere rigidly to your plan, or is it a quickly-forgotten suggestion?
