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Tutorial

FoY Tutorial II - writing an Indy adventure game

Hi folks! This tutorial is written to give you some insight into the process I go through when writing for our adventure game, Indiana Jones and the Fountain of Youth.

In this tutorial we will assume that we are writing a NEW Indiana Jones game - and I will take you through the process of conceiving the idea, making it "Indy", creating puzzles and setpieces, and the writing and revision process.

At the end, we will have a small scripted sequence for a new Indiana Jones adventure, "Indiana Jones and the Gordian Blade"

Step One: Choosing the McGuffin

The Indiana Jones Adventures (as well as most good stories) hinge around a central object or idea that is inconsequential except to drive the plot - the McGuffin.

In an Indiana Jones story, it's the artifact that he and all of the other characters seek to obtain and control.

Our McGuffin in this story refers to the sword of Alexander the Great, which legend tells us was used to cut the Gordian Knot and fulfill prophecy.

Step Two: Research

Before you can begin outlining your plot, you have to understand what the McGuffin is, and why it is important.

A quick search for "Alexander and the Gordian Knot" at Google provides a wealth of information on the legend of Alexanders Blade and the Gordian Knot.

From Wikipedia:
http://en.wikipedia.org/wiki/Gordian_knot

A similar search for details of the true history of Alexander the Great, using the search term "Campaigns of Alexander the Great" revealed the following -

From Wikipedia:
http://en.wikipedia.org/wiki/Alexander_of_Macedon

A final search with the terms "Death of Alexander the Great" returned this link:
http://www.livius.org/aj-al/alexander/alexander_t28.html

From these sources, we can begin to form a backstory for our McGuffin - blending history and legend to create the kind of fantastic tales that fuel an Indiana Jones Adventure, which leads us conveniently to....

Step Three: Fleshing out the Backstory of the McGuffin

Now that we've done our research, we know some basic facts about the story of Alexander.

1. His military campaigns conquered almost all of what was considered the civilized world.

Image: http://faq.macedonia.org/images/mac.empire.alex.jpg

2. His legend states that an oracle gave prophecy that he who cut the Gordian Knot would conquer Asia.

3. He died a mysterious death, prior to finishing his campaign.

These elements - fused together - form the makings of the backstory of our blade.

Alexander inherited his kingdom upon the death of his father, Phillip. Not satisfied with inheriting a kingdom, he went on to forge the greatest integrated military machine the world had seen, and very nearly conquered the civilized world.

The legend states that Alexander obtained divine favor of the Gods upon sundering the impenetrable Gordian Knot....essentially by cheating, and cutting the knot with his sword. Through this act, his title as conquerer of Asia was assured.

However, he was also known as Alexander the Cursed after the conquering of Persia, due to his burning of the Persian Capital and its' library - and shortly before what would likely have been his final act of conquest, he died of mysterious causes. We can expand this story to state that after his conquest of the Persian Territories, Alexander took a Persian wife...but spurned her affections for another. In retaliation, she cursed the blade that gave him his power. Indy will learn this story from Kereshma (the love interest in our story) during the course of the game, as she is a descendent of the Persian wife of Alexander.

From these basic pieces of information, we can intuit that our fictional blade grants unmatched military prowess - but one small nick of the blade to the bearer results in his death.. In short, we could consider the blade "vampiric."

NOTE: All great mystical artifacts have powers both great and terrible - in pulp fiction stories such as Indys, the artifact confers great power upon the bearer - but the cost is too much to bear.

Step Four: Making it "Indy"

This is the fun part. There are a few key elements of every Indiana Jones plot.

  • The end of his last adventure is the start of this one. The beginning starts with a story already-in-progress and about to reach it's climax. Elements that carry through into THIS adventure can be introduced here.

  • Indy doesn't get to keep the McGuffin. One of the downsides of incredibly powerful mystical artifacts is that they are too powerful to remain in the hands of man.

  • The villains are EVIL, but the greed that drives them is understandable. Who WOULDN"T want to posess the power the artifact represents?

  • The capturing of the artifact represents an imminent danger to the world itself.

  • Indy gets the girl....temporarily.

  • Indy never gives up - and he gets hurt.

    Keep these factors in mind, and you can move on to....

    Step Five: Creating the Plot Outline

    OK...so we have the McGuffin, and we know generally that it gives great powers in conquest, at the cost of the life of the bearer due to a Persian Curse.

    What else do we need?

    1. A faceless force

    For a change, let's use agents of Benito Mussolini, the fascist dictator of Italy during WWII. Italy is conveniently close to Greece, and provides for a change-up in the villains Indy usually faces.

    2. A personal adversary

    In our story, the adversary will be Bernardo DeRisio - an enforcer of OVRA. (Mussolinis Secret Police)

    3. A Year

    Indys life has been fairly well fleshed out, so it's important to try and make your game fit within an unscripted portion of his life.

    For our adventure, we will choose 1940, the year after Mussolinis' announced alliance with Hitler, and the year after Indiana Jones discovered the Fate of Atlantis.

    4. Locations

    Indys adventures span exotic locales across the globe...and often take him to places you wouldn't normally expect. A good Indiana Jones story creates a fictional history that has unexpected twists and turns, that leave you with a skewed perspective of historical fact...making the fantastical seem plausible.

    For our story, we'll explore some of the territories that Alexander the Great conquered.

    These locations will include Greece, Italy, Egypt, Babylon, Iran (Persia), and India.

    5. A love interest

    Kereshmeh, an Iranian singer.

    6. A thrilling climax

    What earth shattering event defeats the enemies and causes the artifact to be lost forever?

    In our scenario for the blade, we will assume that it grants great power to any who wield it in battle - but that the Persian Curse stated that should the blade ever nick its owner, he would die a terrible death.

    When writing the plot outline, you don't need to get into specifics. Make sure that events and locations "feel" right, and worry about how to tie them together logically later.

    Step Six: Begin Writing

    Remember, this isn't going to be the final draft. It's going to be the first of MANY drafts.

    Be as messy as you want...brainstorm on paper.

    Think of the scenes that YOU'D want to see on the movie screen!

    Think of cliffhangers that would make YOUR heart race.

    Think of the awesome powers that would strike down any mortal who dared to play with them!

    Indy is larger than life....your adventure can encompass this spirit. Once you have your ideas down, begin to flesh out how they move from Point A to Point B.

    A bit of research will often help you to figure out ways to tie together plot points and locations where you wouldn't normally see a connection.

    While it's important to pay attention to history....remember that this IS fiction, and you can bend the rules a bit if it serves the plot.

    After defining the McGuffin, I find that it's important to me to determine what the major locations in the game will be, and why.

    Once that question is answered, you can figure out who the villains are, how they will oppose the player, WHY they will oppose the player, and how that will impact the challenges the player faces.

    Then I begin writing it all out...contradictions and disparities lead to revisions of the Draft Outline.

    When the ideas all fit, you've got your first draft.

    I typically write 3-4 drafts for each section, before I get to a "final". I break each section out by geographical region, and then break each region into "Rooms" and "Hotspots/Inventory Items"

    First Draft - Very rough placeholder dialogue - only used to peg the important objects and plot points that will apply to this section, as well as basic puzzle descriptions.

    Second Draft - Revised Dialogue Draft - still clunky, but getting close to what we want to hear in final. Puzzles should be revised and logical at this stage, so the section "flows".

    Third Draft - Polish Pass - I shoot for "final" dialogue at this stage, making sure that what the character says on the page matches the way I hear the actors lines spoken in my head.

    Fourth Draft - Oversight Pass - The goal for me is to hit "Final" on the third pass, but a fourth draft is written to deal with unforseen problems or recommendations from the rest of the team.

    Before we move into a script sample, I chose to search on a location that I thought might be fun to visit.

    Search Term: Tomb of Alexander the Great - turned up:

    http://www.1stmuse.com/alex3/siwa.html

    Beautiful! The tomb of Alexander the Great was not where everybody THOUGHT it was.

    The false tomb discouraged graverobbers, and served as a suitable resting place for the hidden sword of Alexander, which provides an additional element of mystery.

    During the course of the game, Indy will need to do research to discover that the first tomb is a fraud, and to find the entrance to the 2nd tomb.

    An Example "Final" Script Segment:

    For this script segment, we will assume that we are at the climax of "Indiana Jones and the Gordian Blade"

    Indy has located the true Tomb of Alexander, but was followed into the tomb by Bernardo.

    When Indy entered the Tomb of Alexander, Bernardo struck....knocking Kereshmeh out and holding Indy at gunpoint.

    Bernardo is smart enough to know that the blade is warded by a trap...and wants Indy to disarm it for him. Bernardo is about to get more than he bargained for.

    Scene 186 - INT - TOMB OF ALEXANDER - NIGHT - EG-11

    A flickering torch approaches the chamber from the hallway to the south, illuminating the stone sarcophagus of Alexander in the center of the room.

    The four walls of the chamber form a small pyramid over the sarcophagus, and the south wall contains the only exit from the room.

    A complicated set of ropes, pulleys, and stone weights and counterweights criss-cross the room - with a tremendous stone block being held up over the lid of Alexanders crypt.

    Clay pots with ceramic tubes running into them from above sit beneath the counterweights at the four corners of the rooms.

    The lid of the coffin depicts an image of Alexander, clutching his blade to his breast.

    When Indy and Kereshmeh enter the chamber, a short triumphant tune is played - followed quickly by a sinister tone.

    Bernardo enters behind Indy, and with a quick crack of his fist knocks Kereshmeh unconcious. Indy spins around to fight, but finds himself facing the barrel of Bernardos gun. A single, tremoring violin note is held....

    Cutscene/Remove Player Control:

    BERNARDO: "It has been a long chase, Indiana. At last you've led me to my prize!"

    INDY: "You're insane, Bernardo! Don't you remember what happened to Alexander?"

    BERNARDO: "Alexander was poisoned...too much wine will do that to you. Fortunately, I don't drink..."

    INDY: "I'm warning you, DeRisio..."

    BERNARDO: "No, Doctor Jones -I am warning YOU....you will disarm the mechanism that protects the sword, or this room will house two MORE corpses."

    [Return Player Control]

    Hotspots:

    Sarcophagus of Alexander:

    Give: X
    Open: "OOF! The stone lid is too heavy. I can't budge it!"
    Close: "It's already closed."
    Pick Up: "OOF! The stone lid is too heavy. I can't budge it!"
    Talk To: X
    Look At: "It's the sarcophagus of Alexander. He's clutching his blade to his chest."
    Use: X
    Push: "OOF! I can't budge it!"
    Pull: "OOF! I can't budge it!"

    Ropes:

    Give: X
    Open: X
    Close: X
    Pick Up: "I have to be careful...they're keeping everything balanced!"
    Talk To: X
    Look At: "This series of ropes keeps the series of weights and counterweights balanced"
    Use: "I have to be careful....they're keeping everything balanced!"
    Push: [Trigger rope shake animation - Indy moves the rope back and forth, and the weights move in response to his action]
    INDY - "Hmmmmmm."
    Pull: [Trigger rope shake animation - Indy moves the rope back and forth, and the weights move in response to his action]
    INDY - "Hmmmmmm."

    Large Stone Block:

    Give: X
    Open: X
    Close: X
    Pick Up "It's WAY too heavy.":
    Talk To: X
    Look At: "It's a giant slab of rock, held over the sarcophagus by the ropes and pulleys."
    Use: X
    Push: X
    Pull: X

    Weight:

    Give: X
    Open: X
    Close: X
    Pick Up:X
    Talk To: X
    Look At: "The weights keep the counterweights balanced above."
    Use: X
    Push:X
    Pull: X

    Counterweight:

    Give:X
    Open:X
    Close: X
    Pick Up:X
    Talk To: X
    Look At: "The counterweights are balanced above these clay pots."
    Use: X
    Push: X
    Pull:X

    Clay Pots:

    Give: X
    Open: X
    Close: X
    Pick Up "I can't...they're secured to the floor.":
    Talk To: X
    Look At: "There are tubes running into them from above...they're normally broken to allow sand to fill and seal the chamber."
    Use: X
    Push: X
    Pull: X

    Bernardo:

    Give: X
    Open:X
    Close: X
    Pick Up:X
    Talk To: "I don't think he's in a talking mood right now."
    Look At: "I'm getting really tired of this guy."
    Use: X
    Push: 1st - "I don't think that's a good idea."
    2nd - "I'm serious - he's not kidding with that gun!"
    3rd - [Trigger Indy Death Animation #42]
    Pull: X

    Kereshma:

    Give: X
    Open: X
    Close: X
    Pick Up: "I'd like to, but I can't...he's covering me with that gun!"
    Talk To: INDY: "Kereshma!"
    BERNARDO: "She can't hear you, Jones. Now quit stalling - you have more important things to worry about!"
    Look At: "You bastard! You knocked her out!"
    Use: X
    Push: X
    Pull: X

    INVENTORY:

    [The only inventory that will do Indy any good at this point is his pocket knife]

    Pocket Knife:

    Give: X
    Open: X
    Close: X
    Pick Up:X
    Talk To: X
    Look At: "It's my trusty pocket knife."
    Use: X
    Use: [w/rope] - Trigger Trap Animation
    Push: X
    Pull: X

    INDY DEATH ANIMATION #42:

    Indy advances forward, and tries to score an uppercut on Bernardo. Unfortunately, Bernardo is holding a gun - he shoots, and Indy collapses to the floor with a smoking bullet hole in his chest.

    BERNARDO: *sigh* Americans.

    Cue Mournful Death Music & Restore Screen.

    Trap Animation:

    [Cutscene, Remove Player Control]

    Indy smiles to himself as he unfolds his pocket knife.

    INDY: "The trap...It's a Gordian Knot!"

    He saws furiously through one of the ropes holding the weights and counterweights balanced.

    BERNARDO: "WAIT! What are you doing?!"

    The mechanism triggers...the large stone block slams into the sarcophagus with full force, splintering the coffin lid and dumping the mummy to the side. The mummified remains of Alexander release their hold on the sword, which slides across the floor to Indianas feet.

    The weights move up to the ceiling, slamming the counterweights down into the clay pots at the four corners of the room.

    The breaking ceramic awakens Kereshma, and she leans against the wall, unsteady and unable to speak.

    With the clay pots broken, sand begins streaming into the room from the tubes that run into the chamber, and the stone door to the south begins to slowly descend.

    Bernardo still stands between our heroes and the exit.

    BERNARDO: "Give me the sword, Jones!"

    INDY: "It's cursed, Bernardo! It will lead to your death!"

    BERNARDO: "We will ALL die if you do not do as I say!"

    [Return Player Control]

    If player waits too long to make a choice, Trigger Indy Death Animation #44

    Sword of Alexander:

    Give: [to Bernardo] - Trigger Indy Death Animation # 43
    Open: X
    Close: X
    Pick Up: [Sword of Alexander is added to inventory]
    Talk To: X
    Look At: "It's the Blade that cut the Gordian Knot."
    Use: [w/ Bernardo] Trigger Victory Animation
    Push: X
    Pull: X

    INDY DEATH ANIMATION #43

    Indy carefully picks up the Sword of Alexander and hands it to Bernardo.

    BERNARDO: "You've made a wise decision, my friend."

    Bernardo shoots both Indy and Kereshma.

    BERNARDO: "I'll give Il Duce your regards!"

    Bernardo stuffs the blade into his belt and ducks beneath the stone door before it finishes closing.

    Cue Mournful music and Player Restore Screen.

    INDY DEATH ANIMATION #44

    The sand finishes pouring into the chamber, and the door lowers shut with a resounding boom.

    As the torch gutters out, Bernardo Rants...

    BERNARDO: "You fool! You've killed us all!"

    INDY: [as screen goes dark] "As an old adversary once told me Bernardo...maybe in a thousand years even YOU will be worth something!"

    Cue Mournful Music and Player Restore Screen.

    VICTORY ANIMATION

    Indy hefts the blade carefully by the grip....

    INDY: "Hey, Bernardo...Catch!"

    He flings the knife at the big mans chest, but Bernardo catches it in his hand by the blade...laughing menacingly, Bernardo begins to advance...

    Until a trickle of his blood falls from his palm into the sand below.

    BERNARDO: "What...No...No...JOOOONESSS!!!"

    Bernardos skin begins to disincorporate around him...his flesh is torn asunder, feeding the blade with his life eseence. Bernardo collapses to the floor, his bleached bones contrasting with the now blood-red blade.

    Indy grabs Kereshmas hand....

    INDY: "C'mon, Kereshma!"

    They run from the chamber, rushing out of the Tomb and into the daylight sun.

    The music takes a victorious turn, melding into the Raiders March with snippets of Egyptian Music entertwined...

    Indy helps Kereshma mount her camel before climbing aboard his own...as they ride off into the sunset...

    KERESHMA: "Indiana...how did you know that the Curse of the Blade was true?"

    INDY: "They say Hell hath no fury like a woman scorned, sweetheart...."

    CUE END CREDITS

    Hope this tutorial was entertaining. Be sure to let me know what you think by emailing me at lornconner@hotmail.com!


    If you need more tutorials on writing, there are many valuable resources on the web.  Be sure to have a way to convert pdf to word files to make sharing your work a bit easier.  You can usually find pdf conversion software from a number of reputable sites.

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  • Lorn came aboard the project in 2004, and has since been revamping and re-writing the storyline for FoY.