
Script Lock
Writers Max and Nick Folkman sit down with other writers and developers to discuss storytelling in video games.
Latest episodes

Sep 27, 2019 • 1h 35min
Kelsey Beachum & Olivia Alexander
We've got Kelsey (game writer and narrative designer on Outer Wilds with Mobius Digital, along with Stormland for Insomniac, and wrote the unreleased Tales from the Minus Lab for USC’s Interactive Media & Games Division) and Olivia (script writer and narrative designer at Ubisoft Montreal on Far Cry 5 and Far Cry: New Dawn, and previously a scriptwriter at Ubisoft Quebec on Assassin’s Creed: Odyssey and its DLC) in this month to talk about the hardest parts of working with nonlinear storytelling, stress, taking feedback, nonlinear murder mysteries, quantifying values that are hard to quantify, assuming that players are smart, tracking all the permutations in branching narratives, player assumptions when it comes to knowledge of the story and vice versa, letting players pull in information instead of pushing it on them, what makes a good opening and ending, DnD, and more.Our Guests on the InternetKelsey's Twitter and Website.Olivia's Twitter.Stuff We Talked AboutOuter WildsTwineGDC 2019: Technical Tools for Authoring Branching Dialogue by Carrie Patel and SzymczykSteven UniverseOverqualified by Joey ComeauOur theme music was composed by Isabella Ness, and our logo was created by Lily Nishita.

Aug 29, 2019 • 1h 28min
Kait Tremblay & Sam Maggs
Calling in from the far reaches of Los Angeles AND Toronto, Kait (currently the Team Lead Narrative Designer on Watch Dogs: Legion at Ubisoft Toronto, and formerly the Lead Writer on A Mortician’s Tale for Laundry Bear Games. She’s also written the book Ain’t No Place for a Hero: Borderlands, and is the co-director of Dames Making Games) and Sam (currently a Senior Writer at Insomniac Games, where she recently worked on the Turf Wars DLC for Marvel’s Spider-Man, and formerly an Associate Writer at Bioware on Anthem. She’s also an author of books like Girl Squads and Wonder Women, and has written for comics like Captain Marvel, Star Trek, and Jem & the Holograms) join us to talk writing tests, how to give good feedback, important soft skills to have, writing processes and "muses," staying organized, things that tap and sap their creativity, what makes a good video game opening/ending, NPCs, storytelling quagmires, diverse dev teams, whether there's anything in their work that takes forever that people wouldn't expect, work/life balances, what they're consuming that isn't video games, why writing WWE fanfiction can be helpful for your game writing, major influences, and MOREEEEE!
Our Guests on the Internet
Kait's Twitter and Instagram, and you should follow all of the rad Watch Dogs: Legion writers and narrative designers on twitter!
Sam's Twitter, Instagram, and Website, and you should check out Captain Marvel and preorder The Unstoppable Wasp. Also you should follow all of the good folks at Insomniac Games on twitter!
Stuff We Talked About
ASMR Hair Treatment | Mic ON Brush | Oils & Crinkle Cap
What Makes a Good Video Game Ending? by Kait Tremblay
Mass Effect 2
Borderlands
Portal 2
God of War
Uncharted 2: Among Thieves
Bioshock
Hellblade
Observation
Dames Making Games
The 18-month fence hop, the six-day chair, and why video games are so hard to make by Blake Hester
Chernobyl
Fleabag
The Woman's Hour: The Great Fight to Win the Vote by Elaine Weiss
Stargate SG-1
Cleopatra 2525
Farscape
Andromeda
seaquest DSV
Star Trek: Voyager
Our theme music was composed by Isabella Ness, and our logo was created by Lily Nishita.

Jul 22, 2019 • 1h 19min
Lola Shiraishi & Scott Strichart
It's localization month, baby, and we've got Lola (producer at SEGA where she’s worked on Sonic Mania, and Sonic Mania Plus. She’s also a gaming consultant and has previously worked in development support at Kojima Productions LA on Metal Gear Solid V The Phantom Pain, PR at Square Enix on games including Sleeping Dogs, Final Fantasy 13, and Kingdom Hearts, and has also worked in localization and QA at Activision Blizzard) and Scott (Localization Producer at SEGA of America, where he just finished working on Judgement, and before that worked on Yakuza Kiwami 2 and Yakuza 6. Was also an Associate Producer on Yakuza 0, a Senior Copyrighter and Associate Product Manager at Square Enix, a Product Manager at Level 5, and Project Lead and Editor at ATLUS) in to talk about why localization is not another word for translation, balancing standards/concepts that exist in one culture that don’t really exist in the other, mahjong, localizing tropes and archetypes that have no analogue in Western media, tone shifting differences in the East vs West, deviating from the script, the difference between a good localization and a great one, dialects, lip flaps, why your localization team should be integrated early in the process, work/life balance, and using editors in addition to translators.
Our Guests on the Internet
Lola's Twitter
Scott's Twitter
Stuff We Talked About
The bizarre, true story of Metal Gear Solid's English translation by Jeremy Blaustein
The Yakuza series
Judgment
Our theme music was composed by Isabella Ness, and our logo was created by Lily Nishita.

Jun 10, 2019 • 3h 55min
The Big One
And when Alexander saw the breadth of his domain, he wept for there were no more worlds to conquer. SPIKES FOOTBALL That's right! We made it to FIFTY episodes, and to help celebrate such a monumental achievement in podcasting, we snuck a couple of past guests in through the back door for a victory lap. Which guests, you ask? How about takes a somewhat deep breath, Carrie Patel, Tyler J. Hutchison, Laura Michet, Richard Lemarchand, Sarah Elmaleh, Jon Paquette, Brendon Chung, Cat Manning, Kate Dollarhyde, Eric Stirpe, Janina Gavankar, Ben Esposito, Claire Hummel, Graham Reznick, Ryan Benno, AND Molly Maloney? So what, you say? Well, what if I told you we talked with them about the main things students should know about interactive storytelling, how it's OK to be silly, storytelling confessions, extreme programming, whether game stories can be apolitical, what the differences between a good collaborator and a great one are (and how to work with a bad one), favorite underappreciated bits in games, anything they'd do differently with their past work, things you might not need to worry about with your storytelling, major influences, the Bon Appetit Test Kitchen, auteurism in games, the greatness of Yakuza 0, stuff they've worked on that they wish people appreciated more, and so! Much! More! I mean, do you see how long this episode is?!
ROUND ONE
Our guests on the Internet
Laura's Twitter and Website, and you should check out Pathologic 2
Carrie's Twitter, and you should check out The Outer Worlds
Tyler's Twitter
Richard's Twitter and Website
Stuff We Talked About
Ep 45: Molly Maloney & Eric Stirpe
Mass Effect 2
Thinking with Type by Ellen Lupton
The Doves Type® Revival
Doom (2016)
Mario is Missing!
The Trust Equation
ROUND TWO (begins at 49:35)
Our guests on the Internet
Sarah's Twitter, and you should check out Afterparty and GamDev.World
Jon's Twitter
Brendon's Twitter, Website, and you should check out Skin Deep
Cat's Twitter, Website, and you should check out Pathologic 2
Stuff We Talked About
The Sims 2
Alien: Isolation
The Curse of Monkey Island
Oxenfree
Super Mario Odyssey
Civilization VI
Ico
The menu from Medal of Honor (1999)
Honeysuckle by Cat Manning
Collaborative Approaches to Getting Great VO Performances (if you have GDC vault access, you can find it there!)
Where the Water Tastes Like Wine
ROUND THREE (begins at 1:42:12)
Our guests on the Internet
Eric's Twitter
Janina's Twitter, and you should check out Stucco
Kate's Twitter
Ben's Twitter, Website, and you should check out Donut County
Stuff We Talked About
Joanna Newsom
mewithoutYou
Samuel R. Delany
Jeff VanderMeer
The Secret of Monkey Island
Van Cliburn
Portal 2
The Bon Appétit Test Kitchen
ROUND FOUR (begins at 2:36:27)
Our guests on the Internet
Ryan's Twitter, and you should check out The Environment Art Podcast
Claire's Twitter, Website, and you should check out In the Valley of the Gods
Molly's Twitter, and you should check out Yakuza 0 and Return of the Obra Dinn
Graham's Twitter, and you should check out Deadwax and Visitations with Elijah Wood and Daniel Noah
Stuff We Talked About
Red Dead Redemption 2
Yakuza 0
Undertale
Firewatch
Mother 3
The Walking Dead Season 1
Guardians of the Galaxy: The Telltale Series
Until Dawn
Westworld VR Experience
Our theme music was composed by Isabella Ness, and our logo was created by Lily Nishita.

May 27, 2019 • 1h 17min
Olivia Wood & Jessica Krause
We're all avoiding our deadlines to bring you this episode with Olivia (writer, narrative designer, and editor and currently works at Failbetter Games where she’s worked on Fallen London, Sunless Sea, Sunless Sea: Zubmariner, and Sunless Skies. She’s also worked on Lethophobia, The Mystery of Kalkomey Isle, Cheaper Than Therapy, and Where the Water Tastes Like Wine) and Jessica (former Lead Writer at Telltale Games where she worked on Batman, The Walking Dead, Guardians of the Galaxy, and The Wolf Among Us: Season 2, and since then has written for WB Games San Francisco, and is currently working with Bad Robot Studios and Google Stadia), who are here to talk about writing meaningful choices, their personal favorite choices in games, what makes a good NPC, what takes you out of a game’s story, storytelling quagmires, getting through rewrite fatigue, when do you know you’re done with a script (apart from deadlines), maintaining a healthy work/life balance, time management, and what’s inspiring them outside of games.
Our Guests on the Internet
Olivia's Twitter.
Jessica's Twitter.
Stuff We Talked About
Heaven’s Vault
Gris
Transistor
A Burglar’s Guide to the City by Geoff Manaugh
The Chrestomanci Series by Diana Wynne Jones
Alice Diamond and the Forty Elephants by Brian McDonald
The Shades of Magic series by V.E. Schwab
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita

Apr 30, 2019 • 1h 29min
Rosa Dachtler & Ben Arfmann
NARRATIVE DESIGN! WHAT IS IT? Today we're super lucky to have Rosa (narrative designer at Criterion Games, previously an audio designer there, and her credits include Battlefield 1, Star Wars Battlefront: Rogue One X-Wing VR Mission, Star Wars Battlefront 2, and Battlefield 5's Firestorm mode) and Ben (writer at Insomniac Games, where he worked on last year's Spider-Man, and he's also a writer and director of film and TV) joining us to answer answer one of the most perplexing questions of our times, plus chat about going from audio to narrative design, building narrative teams, enthusiasm being undervalued, how to sustain yourself through dark periods, how to nail the voices of established characters/IPs, the greatness of Yuri Lowenthal, methods for getting the best possible performances from your actors, whether directing has impacted their storytelling processes, storytelling quagmires they've found themselves in, how do you know when you're done with something (especially when you don't have a deadline), do they feel obligated to play other games to stay up to date with the state of storytelling, games that impressed them recently, stuff that takes them out of a game's story, things they want changed in game development, and one or two more things!
Our Guests on the Internet
Rosa's Twitter.
Ben's Twitter.
Stuff We Talked About
Writing and Narrative Design: A Relationship by Eric Stirpe and Molly Maloney
Return of the Obra Dinn
Brawl Stars
Mortal Kombat 11
Spider-Man
Star Wars Battlefront Rogue One: X-wing VR Mission
God of War
Detroit: Become Human
Another Case Solved
Guildmaster Story
Alto's Odyssey
Celeste
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

Mar 31, 2019 • 1h 44min
Kim Allom & Kate Gray
This episode is NSFW as we've got Kim (studio manager at Defiant Development, where she’s worked on Hand of Fate, Hand of Fate 2, and Ski Safari: Adventure time. Also the co-founder of Blushbox Collective, a group of game developers exploring and promoting love and sexuality in video games, and the Heartbeat conference and game jam) and Kate (currently the narrative director at KO_OP and writer of the sex games column for Kotaku, previously a games journalist, video producer, on-camera host, scriptwriter, streamer, and community manager at companies ranging from Gamespot to Xbox) in to talk about sex, intimacy, and how they're used in game stories. Other topics include why it’s important to talk about sex now, becoming a stronger communicator, sexual values being good life values, exploring taboo subjects in games, how sex is portrayed in indie games vs big budget games, wanting better consensual content, the lack of funding for intimate interactive experiences, whether there are any aspects of relationships that are hard to translate to gameplay, VR porn, win states in sex games, how to make interactive relationships engaging, and the sexiest games.
Our Guests on the Internet
Kim's Twitter and Blush Box's website.
Kate's Twitter and column.
Stuff We Talked About
Lyst Summit
Heartbeat Symposium
Ladykiller in a Bind
Cibele
Dragon Age: Inquisition
Dream Daddy: A Dad Dating Simulator
One Night Stand
Mirror
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

Feb 18, 2019 • 1h 28min
Jon Paquette & Mel MacCoubrey
Awards season has ARRIVED, and to mark the occasion we've invited two writers representing two of the games nominated by the WGA this year for Best Game Writing : Jon Paquette (Lead Writer on Marvel’s Spider-Man, Sunset Overdrive, and Resistance 3, and formerly a Creative Director at EA, writer on Medal of Honor, and Medal of Honor: Airborne, and QA Lead on Jurassic Park: Trespasser) and returning guest Mel MacCoubrey (Narrative Director on Assassin's Creed: Odyssey, and formerly the Assistant Director of Narrative Design on Assassin's Creed Syndicate, scriptwriter on Assassin's Creed: Freedom Cry, and scriptwriting intern on Far Cry 4)! Incredible topics discussed include Jurassic Park Trespasser, writing internships at Ubisoft and Insomniac, whether the core pillars of Assassin's Creed: Odyssey and Spider-Man stayed consistent throughout development, scoping challenges, game length, making big changes to the story once you have a playable build, preventing problems before they happen, always putting your best ideas forward, hardest part about writing for an open world, the worst professional advice they've ever gotten, maintaining a healthy work/life balance, underrated people working with game narratives, the value of voice actors, if there's anything they would change about game development, AAA games that don't have combat as main mechanic, the importance of Farming Simulator 19 as an esport, and moreeeeeeeeee.
Our Guests on the Internet
Jon's Twitter.
Mel's Twitter.
Stuff We Talked About
Jurassic Park Trespasser
What Remains of Edith Finch
Florence
Brie Code
Return of the Obra Dinn
Gris
Inside
Farming Simular 19
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

Feb 1, 2019 • 1h 26min
Molly Maloney & Eric Stirpe
It's 2019 and we've got Molly (Lead Narrative Designer at Bad Robot Games, and previously Lead Gameplay Designer at Telltale on Guardians fo the Galaxy, Minecraft: Story Mode, Walking Dead: Season 3, Tales from the Borderlands) and Eric (Writer on Fortnite, interactive consultant for Eko, and previously a staff writer for Netflix's Trash Truck, and a writer at Telltale on Walking Dead: Season 2, Tales from the Borderlands, Minecraft: Story Mode seasons 1 & 2, and Batman: The Telltale Series) here to talk about how choose your own adventure is the dominant influence on interactive narrative at the moment, choice timers, the marriage of writing and narrative design, working relationships, players forgiving bad writing more than bad narrative design, what made Telltale work, finishing a project and feeling like you just spent a lot of time making an asset for somebody else, Bandersnatch (SPOILERS), the problem of having “good” and “bad” endings in branching narratives, fail states, making people feel like their choices matter, obfuscating branches from players, and what makes a good choice.
Our Guests on the Internet
Molly's Twitter.
Eric's Twitter.
Stuff We Talked About
Writing and Narrative Design: A Relationship by Eric Stirpe and Molly Maloney
Still The Smartest Guy On The Hill 30 Years After Sex, Lies & Videotape: Steven Soderbergh Unravels Hollywood Chaos by Mike Fleming Jr.
Black Mirror: Bandersnatch
Stretch Armstrong and the Flex Fighters
Until Dawn
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

Dec 24, 2018 • 1h 27min
Rhianna Pratchett, Jill Murray, and Cara Ellison
Happy holidays! We're sneaking in right before Christmas to give all of you the very special gift of Rhianna Pratchett (game writer, narrative designer, comic book writer, and former journalist. She's written on such titles as Heavenly Sword, the Overlord series, Mirror's Edge, the Mirror’s Edge comic series, the 2013 Tomb Raider reboot, the sequel Rise of the Tomb Raider, and the Tomb Raider: The Beginning comic series) AND Jill Murray (Lead Writer and Narrative Designer for AAA games like Shadow of the Tomb Raider, Assassin's Creed Liberation, and AC Freedom Cry, winner of the WGA award for game writing in 2013, and previously published two YA novels with Random House of Canada. She is currently the Narrative Director for an unannounced indie project, as well as working on Boyfriend Dungeon with Kitfox Games, and writing an episode of Later Daters for Bloom Digital) AND Cara Ellison (former games journalist and current game writer, narrative designer, and screenwriter. She served as a narrative consultant on Dishonored 2, produced and designed the TV show Last Commanders for CBBC, and is currently a narrative designer on Media Molecule's Dreams, and Void Bastards by BlueManchu Games), who've joined us to talk prime writing hours, freelancing advice, how to network (and how NOT to), game writing agents, negotiating for yourself, being a narrative paramedic, red flags to watch out for on potential jobs, what they wish more people knew about the kind of work they do, skills to have that are unique for working in AAA, how to handle when people are constantly telling you that your work isn't good, being aware of studio politics, writing mistakes/failures that they've learned from, the state of the industry, worldbuilding, and a few other things that you'll just have to find out yourself!
Our Guests on the Internet
Rhianna's Twitter and Website.
Jill's Twitter, Website, and Instagram.
Cara's Twitter, Facebook, and Website.
Stuff We Talked About
Kitfox Games
Writing for Videogames - Writers' Guild of Great Britain
Game Workers Unite UK
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.