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Gameplay Format – Because Video Game Writers Need To Go On Strike Too
I was looking for a decent way to write a script for a video game but found nothing. So I decided to create my own.
I call it “gameplay format,” because if a screenplay is a movie script, a “gameplay” should be a game script. Now, “gameplay” is already used to describe the experience of playing a game. That’s precisely why I called this format a “gameplay,” because it describes exactly that.
In filmmaking, screenwriters aren’t supposed to talk about shots or blocking or directing all that much; at most, they make minor suggestions. The screenwriter’s job is to describe the action. Why not give the “gamewriter” the same job — talk about what happens when the player’s character does what, and leave things like controls and programming to the designer and programmer?
I decided to try creating a format based on a screenplay, and I’m writing a surreal dystopian comedy/thriller game to test it out. It will be called “Status Quo”. But I want to make sure I’m on the right track as far as it being readable by humans.
I will say two things: I envision this as a 2D sidescroller simply because I can’t program or model in 3D to save my life, and centered underlined text is a “level heading”. If I have to say anything else, then this format isn’t easy enough to read, and I have failed. MISERABLY.
So, please let me know if this is comprehensible, and whether I can improve it (the format, not the game necessarily). Without further ado, after the jump, level one of “Status Quo”:
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