Skip to main content

His Story: How Sam Barlow rewrote the video game script

Police procedural generation.

One day in early 2014 Sam Barlow placed a scrap of paper on the kitchen table at his home on the South Coast of England. A few weeks earlier he had left a lucrative job as game director at Climax Studios. The games that he had made during his decade spent at the studio had won awards and yet, no amount of accolades had managed to shrug the nagging frustration that Barlow felt about storytelling in the medium. Where were the stories about domestic-scale drama? Where were the stories about characters who aren't 'aspirational' in some fantastical way, or stories about supposedly less marketable genders and races? Where, for that matter, was that most valuable tool in any fiction writer's pocket: subtext?

Barlow took a pen and began to write a simple manifesto, one that outlined all of the assumptions about video game storytelling of which he wanted to be free, and the characteristics with which he wanted to replace them.

'I will go deep on story, explore authentic and true characters,' he wrote. Then, with a storyteller's flourish: 'For my first trick I will make:

A game with no meaningful state change

A game without 'presence'

A game about subtext.'

Barlow has always enjoyed an askance view on the world. When he was a boy, for a while nobody realised that he needed spectacles. Such are the perils of a peripatetic childhood. Life began in Yorkshire, but his family moved frequently, including a two-year stint in Tanzania when Barlow was five years old. In the displacement, neither parent nor teacher had time to notice Barlow's poor eyesight. "I was never considered particularly bright or academic," he says. That changed when, eventually, Barlow was given a pair of glasses.

Prior to Her Story, Barlow lists Silent Hill: Shattered Memories as his proudest achievement, a game that, as he puts it, 'earned its ending.'

As the world flicked into focus, Barlow became an ardent reader. The local library provided a portal into alternate worlds, which Barlow found alluring after his time spent in Tanzania when, he says, he saw that food, landscapes, language and religion were not constants in the world. Such was his reading habit that Barlow maxed out not only his own library card but also those of his brothers. "I had thing for short French novels," he says. One day he borrowed a copy of Delacorta's Luna, a slim thriller about a teenage girl who is kidnapped by a man who wants to turn her into a dragonfly to enact his fantasies. "For the longest time I thought I'd dreamed it, because what the hell was that doing in a school library?"

Input soon translated to output. Barlow began to write "terrible Hobbit rip-offs" which, in time, evolved into intricate text adventures that he forced his friends play. "Usually they would involve having to endure embarrassing scenarios," he recalls. Barlow and his friends were fans of the British sitcom Bottom, with its scatological brand of irreverent humour. Bottom's influence infused those early stories. "We'd force each other to fail and fail and fail again in love. I got a taste for an adversarial author and player relationship. But I never connected the dots to wanting to tell stories professionally. I guess 'storyteller' wasn't on the list of careers that they handed out at my school."

Storyteller was, however, Barlow's vocation. Earlier this month, the designer's first independently produced game, Her Story, won three BAFTA awards, for 'Debut Game', 'Mobile and Handheld Game' and 'Game Innovation'. These trophies complement a clutch of existing awards, including the desirable IGF's Seumas McNally Grand Prize for 'Best Independent Game', which Barlow collected in San Francisco in March.

The police procedural, in which players investigate the 1994 murder of a British man, is told through three hundred video clips culled from police interview tapes, which, confusingly, cannot be watched in chronological order. Instead, you use search terms to query a database. Clips that feature the queried word are then presented for viewing. What could have been a bewildering format instead beguiles, with unscripted revelations that subvert your understanding of events in a pattern that is distinctive to each player.

Barlow cites 30 Flights of Loving as the perfect example of how video games can employ jump cuts between scenes and time in order to tell a brisker story.

Her Story is an un-replicable novelty, but one founded on principles that subvert the standard format for video game storytelling. Before Barlow was able to rewrite the rules, however, first he learned to master them. After graduating college, Barlow joined an American dot com software company ("I have enough anecdotes for an amusing Roman à clef"). At some point the boom busted and Barlow returned to England in search of a new job, burdened by the suddenly unenviable C.V. of a 'dot com person.' "I had a friend who was a coder at a games company and he encouraged me to try for a job as a game artist," says Barlow, who knew his way around CG tools and could draw. Barlow applied to every video company he could find. Only two replied, one of which was Climax. Barlow joined the Portsmouth-based company to work on the Gamecube version of Serious Sam before switching from the art team to the design team ("largely because I wouldn't keep quiet when it came to expressing my opinions on how things should be done") where he was soon promoted to lead designer.

Most of Barlow's early games were work-for-hire projects. "Those kind of gigs ask a lot under difficult circumstances," he recalls. "They're a fantastic training ground and many members of my team would go on to work on major games, leveraging the skills they learned at the coalface." Still, Barlow was frustrated by the limitations on the types of stories and characters available to him. "There's a huge number of key, popular genres that just don't get a look in as far as 'mainstream' games go," he says.

Barlow's final project at Climax, Silent Hill: Shattered Memories, an inventive, poignant and unsettling riff on Konami's long-running psychological horror series, provided some room to ease those frustrations. "We put a lot of effort into making sure we 'earned' the ending," he says. "After hearing from players about how that moment of catharsis hit them, I always felt like we nailed it. For all that the game was mis-promoted, the fact that we got to make a 'AAA' game about a teenage girl's conflicted grief in 2009 felt like an achievement. When you look now and see titles like Gone Home and the breadth of what is permissible in games, it feels like we were on the cusp of things opening out."

Despite the game's success, Barlow believed that the blockbuster video game market was contracting, with fewer games, more defined genres and a swing away from storytelling "Big budget games as a narrative art form was not on the agenda for the short to mid- term," he recalls. "At the same time I was aware of some really great work being done by micro-teams in the indie world, and often on mobile." Barlow decided to leave Climax and strike out on his own. "It seemed like the easiest route to making the kinds of games I wanted to see," he says.

Her Story's script was fine-tuned and play-tested in spreadsheet form before any filming took place.

"I wanted to make a point that not only could we have a game that involved subtext," Barlow said at a design talk delivered at the Game Developer's Conference earlier this year, "but one that revolved around subtext." When a player's imagination adds the detail, the story becomes a lot more powerful, he argued. "The art is in not showing things. Modern video games are obsessed with continuous time and space. All of the story beats are controlled by the player. This removes the ambiguity. We have less and less of a role for the imagination in this kind of game."

After penning his manifesto, Barlow began a search for a premise that would encourage ambiguity and imagination. He soon settled on the idea of a police procedural drama. After watching Sharon Stone's audition tapes for the film Basic Instinct, Barlow decided to use police tapes as a delivery mechanism. He spent the next six months reviewing police interviews, reading police handbooks, academic research, watching real life footage, movies and going through real life case studies. "By the end of the process I had some detailed character histories and timelines, but no dialogue," he says. "Once the characters were ready to talk I sat down and wrote out the interviews in order, in a very performative, 'inside out' way."

In order to ensure that players were able to find all of the clips via search engine terms, Barlow created a spreadsheet and a simple formula to analyse the word-use and interconnectivity of the script. The computer would point out clips where the word choice wasn't unique. "It was like sculpting," Barlow says. "I'd take a step back, the computer would highlight where I needed to make a change and I'd go in and chip away, then step back again." After filming was complete, Barlow showed the game to fifteen friends. "They all loved it, but most of them were all gaming narrative people, so I was reluctant to read too much into that." A few weeks later Barlow took the game to EGX Rezzed for its first public showing. "Hundreds of people played across the three days," he recalls. "We were having to ask people to move on -- in one case, after 45 minutes. I felt I had something. People seemed to be getting it."

Despite this early success, on the night before the game's launch, Barlow felt weary and uncertain. "After working on bigger teams for so long, I had a slight whiff of imposter syndrome, or scepticism, that I could actually take a game from nothing to ship all on my own," he says. "Even when the Steam and iTunes setup seemed to be ready to go, I was waiting for the last minute error that would bring it all crashing down..." Doubts disappeared the following morning when the first reviews appeared and sales soon followed. Within a few weeks the game had broken even.

In March Barlow moved to New York City to begin work on an interactive reboot of the 1980s film War Games.

Then the meetings started. "The game started to attract attention from all sorts of different storytelling industries - book publishing, TV, film," says Barlow. "All these places where people were trying to get their heads around what digital and interactive was going to do to their worlds. Her Story, more than a lot of other games, seemed to hit this sweet spot where they could understand it. They got the genre; they knew what they were looking at; they could understand the game mechanic, and they got excited by how the interactivity made them feel." Barlow received an invitation to meet with Yoni Bloch, founder and CEO of Interlude, a technology start-up developing multi-path video narratives. "His vision for interactive storytelling and streaming video really resonated with me and spoke to the audience I'd discovered with Her Story," says Barlow.

In March Barlow moved from the South of England to New York, to join Interlude and work on a reboot of the 1980s film War Games. "It's a great project in terms of a marriage of form and content - think 21st Century hacking and the digital world and modern warfare and exploring a story in that world. It builds on a lot of my thinking about the relationship between a player and the protagonist in an interactive story," he says. "It's trying to tell a deep, rich, emotive story - the kind of thing you'd expect of a premium cable TV show - but with this intimate, personal interactivity."

Barlow is dismissive of the idea that, in returning to work on a major IP, he may bump up against the same constraints that caused him to go independent in the first place. "Going indie was out of a frustration about the kinds of stories I could tell and the ways I could tell them," he says. "Right now, something like War Games does not have those restrictions. It's breaking new ground in how to tell a story to a digital native audience, and it's trying to do that without losing touch of what makes a story special in any medium - character, authenticity, truth."

Despite Barlow's enthusiasm, some will argue that interactive film's gain is video gaming's loss. Barlow remains hopeful, however, that the techniques he pioneers in Her Story could be absorbed into mainstream game development. "I hope that people look beyond the specifics of Her Story and connect with the bigger picture learnings," he says. "In a game, imagination is your engine, just as it is in any other medium. We can make stories more immersive, more involving by taking away - by not trying to put everything on screen. It seems counterintuitive - if the player is in control, they need all the info, right? But I think you have to acknowledge that it's all happening in the player's imagination... and the best way to make that work better is to give the imagination work to do. Don't be so in love with contiguous space and continuous time."

Read this next

seductrice.net
universo-virtual.com
buytrendz.net
thisforall.net
benchpressgains.com
qthzb.com
mindhunter9.com
dwjqp1.com
secure-signup.net
ahaayy.com
tressesindia.com
puresybian.com
krpano-chs.com
cre8workshop.com
hdkino.org
peixun021.com
qz786.com
utahperformingartscenter.org
worldqrmconference.com
shangyuwh.com
eejssdfsdfdfjsd.com
playminecraftfreeonline.com
trekvietnamtour.com
your-business-articles.com
essaywritingservice10.com
hindusamaaj.com
joggingvideo.com
wandercoups.com
wormblaster.net
tongchengchuyange0004.com
internetknowing.com
breachurch.com
peachesnginburlesque.com
dataarchitectoo.com
clientfunnelformula.com
30pps.com
cherylroll.com
ks2252.com
prowp.net
webmanicura.com
sofietsshotel.com
facetorch.com
nylawyerreview.com
apapromotions.com
shareparelli.com
goeaglepointe.com
thegreenmanpubphuket.com
karotorossian.com
publicsensor.com
taiwandefence.com
epcsur.com
mfhoudan.com
southstills.com
tvtv98.com
thewellington-hotel.com
bccaipiao.com
colectoresindustrialesgs.com
shenanddcg.com
capriartfilmfestival.com
replicabreitlingsale.com
thaiamarinnewtoncorner.com
gkmcww.com
mbnkbj.com
andrewbrennandesign.com
cod54.com
luobinzhang.com
faithfirst.net
zjyc28.com
tongchengjinyeyouyue0004.com
nhuan6.com
kftz5k.com
oldgardensflowers.com
lightupthefloor.com
bahamamamas-stjohns.com
ly2818.com
905onthebay.com
fonemenu.com
notanothermovie.com
ukrainehighclassescort.com
meincmagazine.com
av-5858.com
yallerdawg.com
donkeythemovie.com
corporatehospitalitygroup.com
boboyy88.com
miteinander-lernen.com
dannayconsulting.com
officialtomsshoesoutletstore.com
forsale-amoxil-amoxicillin.net
generictadalafil-canada.net
guitarlessonseastlondon.com
lesliesrestaurants.com
mattyno9.com
nri-homeloans.com
rtgvisas-qatar.com
salbutamolventolinonline.net
sportsinjuries.info
wedsna.com
rgkntk.com
bkkmarketplace.com
zxqcwx.com
breakupprogram.com
boxcardc.com
unblockyoutubeindonesia.com
fabulousbookmark.com
beat-the.com
guatemala-sailfishing-vacations-charters.com
magie-marketing.com
kingstonliteracy.com
guitaraffinity.com
eurelookinggoodapparel.com
howtolosecheekfat.net
marioncma.org
oliviadavismusic.com
shantelcampbellrealestate.com
shopleborn13.com
topindiafree.com
v-visitors.net
djjky.com
053hh.com
originbluei.com
baucishotel.com
33kkn.com
intrinsiqresearch.com
mariaescort-kiev.com
mymaguk.com
sponsored4u.com
crimsonclass.com
bataillenavale.com
searchtile.com
ze-stribrnych-struh.com
zenithalhype.com
modalpkv.com
bouisset-lafforgue.com
useupload.com
37r.net
autoankauf-muenster.com
bantinbongda.net
bilgius.com
brabustermagazine.com
indigrow.org
miicrosofts.net
mysmiletravel.com
selinasims.com
spellcubesapp.com
usa-faction.com
hypoallergenicdogsnames.com
dailyupdatez.com
foodphotographyreviews.com
cricutcom-setup.com
chprowebdesign.com
katyrealty-kanepa.com
tasramar.com
bilgipinari.org
four-am.com
indiarepublicday.com
inquick-enbooks.com
iracmpi.com
kakaschoenen.com
lsm99flash.com
nana1255.com
ngen-niagara.com
technwzs.com
virtualonlinecasino1345.com
wallpapertop.net
casino-natali.com
iprofit-internet.com
denochemexicana.com
eventhalfkg.com
medcon-taiwan.com
life-himawari.com
myriamshomes.com
nightmarevue.com
healthandfitnesslives.com
androidnews-jp.com
allstarsru.com
bestofthebuckeyestate.com
bestofthefirststate.com
bestwireless7.com
britsmile.com
declarationintermittent.com
findhereall.com
jingyou888.com
lsm99deal.com
lsm99galaxy.com
moozatech.com
nuagh.com
patliyo.com
philomenamagikz.net
rckouba.net
saturnunipessoallda.com
tallahasseefrolics.com
thematurehardcore.net
totalenvironment-inthatquietearth.com
velislavakaymakanova.com
vermontenergetic.com
kakakpintar.com
jerusalemdispatch.com
begorgeouslady.com
1800birks4u.com
2wheelstogo.com
6strip4you.com
bigdata-world.net
emailandco.net
gacapal.com
jharpost.com
krishnaastro.com
lsm99credit.com
mascalzonicampani.com
sitemapxml.org
thecityslums.net
topagh.com
flairnetwebdesign.com
rajasthancarservices.com
bangkaeair.com
beneventocoupon.com
noternet.org
oqtive.com
smilebrightrx.com
decollage-etiquette.com
1millionbestdownloads.com
7658.info
bidbass.com
devlopworldtech.com
digitalmarketingrajkot.com
fluginfo.net
naqlafshk.com
passion-decouverte.com
playsirius.com
spacceleratorintl.com
stikyballs.com
top10way.com
yokidsyogurt.com
zszyhl.com
16firthcrescent.com
abogadolaboralistamd.com
apk2wap.com
aromacremeria.com
banparacard.com
bosmanraws.com
businessproviderblog.com
caltonosa.com
calvaryrevivalchurch.org
chastenedsoulwithabrokenheart.com
cheminotsgardcevennes.com
cooksspot.com
cqxzpt.com
deesywig.com
deltacartoonmaps.com
despixelsetdeshommes.com
duocoracaobrasileiro.com
fareshopbd.com
goodpainspills.com
hemendekor.com
kobisitecdn.com
makaigoods.com
mgs1454.com
piccadillyresidences.com
radiolaondafresca.com
rubendorf.com
searchengineimprov.com
sellmyhrvahome.com
shugahouseessentials.com
sonihullquad.com
subtractkilos.com
valeriekelmansky.com
vipasdigitalmarketing.com
voolivrerj.com
worldhealthstory.com
zeelonggroup.com
1015southrockhill.com
10x10b.com
111-online-casinos.com
191cb.com
3665arpentunitd.com
aitesonics.com
bag-shokunin.com
brightotech.com
communication-digitale-services.com
covoakland.org
dariaprimapack.com
freefortniteaccountss.com
gatebizglobal.com
global1entertainmentnews.com
greatytene.com
hiroshiwakita.com
iktodaypk.com
jahatsakong.com
meadowbrookgolfgroup.com
newsbharati.net
platinumstudiosdesign.com
slotxogamesplay.com
strikestaruk.com
techguroh.com
trucosdefortnite.com
ufabetrune.com
weddedtowhitmore.com
12940brycecanyonunitb.com
1311dietrichoaks.com
2monarchtraceunit303.com
601legendhill.com
850elaine.com
adieusolasomade.com
andora-ke.com
bestslotxogames.com
cannagomcallen.com
endlesslyhot.com
iestpjva.com
ouqprint.com
pwmaplefest.com
qtylmr.com
rb88betting.com
buscadogues.com
1007macfm.com
born-wild.com
growthinvests.com
promocode-casino.com
proyectogalgoargentina.com
wbthompson-art.com
whitemountainwheels.com
7thavehvl.com
developmethis.com
funkydogbowties.com
travelodgegrandjunction.com
gao-town.com
globalmarketsuite.com
blogshippo.com
hdbka.com
proboards67.com
outletonline-michaelkors.com
kalkis-research.com
thuthuatit.net
buckcash.com
hollistercanada.com
docterror.com
asadart.com
vmayke.org
erwincomputers.com
dirimart.org
okkii.com
loteriasdecehegin.com
mountanalog.com
healingtaobritain.com
ttxmonitor.com
nwordpress.com
11bolabonanza.com