Saturday, 20 April 2013

PAX East & GDC 2013 Debrief

So that whole thing happened, and I am still reeling. I've been trying to think of an angle from which to write up the trip, but have failed, so instead you get the pictorial highlights reel. Lucky old you.


This is our hostel in Boston. It doesn't look it but it was quite luxurious. So much more space in US cities. Also full fried breakfast in the price. Lush.


This is our booth. It's got a rather sleeker black vibe going on compared with last year's, and four HD tellies. We were blaring out the trailer on the big screen, but after a while we started hearing the same two lines of dialogue over and over in our dreams and we had to turn the sound down.


Klei Entertainment are awesome. Play Mark of the Ninja and Don't Starve immediately. As Alia (software engineer, above centre) pointed out to me, they're somewhere in between being a small indie and a pro-developer, and that's a theme that continues throughout the conference. So many people from so many different areas of development all with their own ideas about who's doing important work - and me, somewhere bang in the middle.

PAX was fantastic for us. Quite apart from hanging out with excellent indies like Klei, The Men Who Wear Many Hats, and Blendo Games we secured some lovely coverage for The Swapper. Head to Game Informer, IGN or the New York Post for more.

Also massive props to Kelly and Megabooth for everything and being excellent.

So then we hit San Francisco. Neither Olli (Facepalm Games) nor I had full conference tickets, so this was basically the start of our holiday. I immediately went to Golden Gate Park and was attacked by this gopher thing.


The cab back to the conference hall was surreal. My first time out and about in a city I've written for in a game, and here I am sitting in the back of a cab driving through those iconic streets, listening to a game developer conversation that could have been straight out of the game. I was having fun.

The following days involved avoiding the infamously overcrowded / crap GDC parties, hanging in the indie hostel, and seesawing between horrendously overpriced beers and entirely free ones. The indie hostel was an experience in itself - and entire building taken over by everyone from Zachtronics to Vlambeer. Keeping as I do various fingers in various pies, the whole thing was a slightly different world. Olli knows every game and every person in the room. I can't tell the difference between a student and someone putting out a game everyone else in the room evangelises. At the same time, the writers are a few blocks away on the 40th floor of the Marriott hotel drinking $7.50 beers. I'm getting a bit bored of the stale pizza-by-the-slice, so it's nice to have both options available.

We hit the Humble Bundle party that night, which is a most civilised affair in an old mint building. It of course ends with champagne and scotch being snaffled before the free bar closes, but it's a good crowd, and I manage to pin down John Walker and secure Ir/rational investigator a playtest and some coverage.


The next thing that happens are the IGF awards, in which FTL is nominated, which seem to take us all by surprise. I find my way to our table and meet Justin's parents and assorted family - there are only four of us who credited on the game, but from what I understand it's very much a group endeavour. I can't imagine bringing my parents to an awards show, but Justin's dad was in the industry, and they are awesome and well into the swing of things. We win three awards, I get up on stage once, look very nervous and forget to thank my girlfriend, then we eat tacos and go to the Steam party.


The parties later that night are yet more surreal. We go to the Wild Rumpus, and pretty much everyone I've met in the last week is there, and has been watching the awards. The Subset guys aren't really much part of the indie scene - they're out of AAA, they want to keep their team small, and they want to make the games they love. The limelight is perhaps not their territory. Still, for one night we are minor celebrities. It's quite strange.


The following day I lend a hand on the booth, which really just involves shaking peoples' hands and awkwardly taking credit for Justin and Matt's work. Everyone's played the game, so they just want to come over and say thanks. I love the picture above, because Justin (2nd from right) and Matt (3rd from right) are talking to a chap who worked on the old X-Wing vs Tie Fighter games, which are one of the guys' core inspirations. For once on this trip they get to be the ones meeting their industry heroes.

It was a thrill to spend time with Subset, with Facepalm, and with all the other devs I met out there. I really am lucky to work on the fantastic games I have done, and there's nothing like seeing a bunch of other people making fantastic stuff to make you want to go home and do some more of your own.

As ever, I'll keep you posted on that front.

Monday, 8 April 2013

How to Hire a Games Writer

It seems like I've written a bunch of stuff on how to freelance and secure jobs as a writer, but very little about the other side of that equation - how studios can go about finding and selecting writers. If anything it's perhaps the bigger open question of the two.

Writing is still a new and niche enough discipline that a majority of the people who have hired me have been hiring a writer for the very first time - and they sometimes come across me in the most roundabout of ways. So maybe you're a one-man band looking for someone to write some short dialogues; maybe you're a producer on a AAA tasked with finding a narrative designer. Where do you start?


Where to Look for Writers
Most developers probably know and have worked with numerous freelance programmers, artists and musicians - but if you're hiring a writer for the first time, where should you look?

Online Databases
There are a bunch of sites which allow freelancers of all kinds to upload their details for your perusal, like this one. These are often hit and miss - some are out of date, most have no curation, and many still don't have a separate category for writers. Still, they're usually free for everyone, and a LinkedIn search is never a bad idea. You could also check out local writers' guilds, or the IGDA list - but at the end of the day writers have the same problems getting their names in front of you as you do finding theirs because the channels are so niche and distributed.

Recruitment Agencies
Generally recruitment firms aren't setup to deal with contract positions, but they do have large databases, including lots of writers, so it may not hurt to get in touch. There's a cost associated with advertising via a recruitment agency, but you should have the benefit of a wider reach and some degree of curation on the part of the agent. I was actually contacted by Interactive Selection the other week for a full-time position which I seriously considered, and I'd not been on their site in years, so the reach may work for you.

Writers' Agencies
An agent will represent anywhere from a couple to twenty-odd experienced writers - those ont he smaller side are often a small cabal of writers pooling their marketing resources. A good agent will have writers with guaranteed experience on their books, and be able to recommend particular people for particular jobs, provide a team of writers, or give you an opportunity to meet and assess some potentials.

The only agency with which I have any experience - and the only one I'm aware of of its size and experience - is Sidelines. It currently represents 16 writers (myself included), and frankly I was lucky to get in the door with only the Penumbra games when I did, because in their five years' operation the entry requirements have only gotten tougher. An agency will charge a small commission, which generally comes out of the writer's side.

Do Some DIY Headhunting
You might be surprised by how many games are written by freelance writers. While you can rule out a lot of AAA RPGs, games as diverse as Fable, Tomb Raider, Deus Ex and Hitman all involve freelancers one way or another. It can't hurt to get onto MobyGames, find out who did what on a game you reckon, and click through to their bio to see. Any good freelancer should have a few credits to their name and - if they're any kind of marketer - have their details filled out.

Email the IGDA Writers SIG
There are a lot of experienced writers on this list, and there are also also a lot of journalists and students. Treat accordingly.


How to Select a Writer
Once you've got some names in mind, what should you do? First, read this. That'll give you an idea for rates and standard engagements. Next you should get in touch with your shortlist and gauge their interest in the project. If they're game then - unless you've got someone whose previous work you're sure enough of not to bother - I'd suggest constructing and issuing a short writing test. I think out-of-context samples suck (at least watch a video of the game in action), and often enough the samples a writer has to hand will not sell them to their full. Samples tell you what a writer was able to do under different conditions. A bespoke test tells you what they can actually do for your project.

The test should ask the candidate to write according to a brief in keeping with the project, and should test each of the disciplines required for the role (eg dialogue writing, character design, prose, dialogue trees etc). For a short engagement ( less than 10 days), I'd say a few hundred words is reasonable. For a larger project you should probably stretch to a couple of thousand.

There is a general consensus between the agencies and writing guilds that writers should be paid for the time they spend on tests. I suppose there would be. The reality is that we're often not, and personally I will always take the chance to do a test for a game I'm interested in, whether it's paid or not. If you can afford it, or if you're asking for a big chunk of work, or multiple meetings / submissions then we certainly appreciate it. If not then don't let it put you off.

If you're not sure how to go about constructing the test and you don't have another writer on hand to do it for you, either give your candidate what they need to know about the game and let them take the lead (they should be more than capable of doing so) or get in touch with me.

Finally, get experienced second opinions on the tests. If possible meet your candidates in person, or over Skype. Make a call.

That's it. You've got yourself a writer.

Wednesday, 13 March 2013

I Will Be at PAX East & GDC


You spend your whole career hoping your AAA bosses will send you to the big US shows, then a small indie game comes along and sends you to three at once. Thank you, Facepalm Games.

Yes, next week I'll be accompanying my latest indie project, The Swapper, and Olli (its Lead Designer) to PAX East, where we'll be demoing the game on the Indie Megabooth floor. The Megabooth is gargantuan as viewed through the lens of my esteem, and pretty-well filled-out by anyone's reckoning: it's the beating heart of the indie dev presence at PAX, and the people are top. Do get yourself there.


Following that we'll be flying across the country to hit GDC in San Francisco. I have helped make a game based in that town, but I have not been there, so I can't wait to find out what all these invisible walls are actually made of.


Once there I'll be accompanying the chaps from Subset Games to the IGF Awards in which FTL is nominated; and generally milling about the place going "Gosh, isn't Develop quaint." (Develop is the UK equivalent of GDC, American chums).

I'll be in the US for ten days, and throughout that time I'll also be demoing Ir/rational Investigator on iPad. Whether you're press, dev or consumer, if you fancy a play drop me a line or come find me!


I'll be at PAX East 22 - 24 March 2013, at the Facepalm Games booth.
I'll be at GDC 25 - 30 March 2013.

Hope to see you there.

Sunday, 10 February 2013

How I Got my First Job - Penumbra: Overture

Here's laziness for you. By far and away the most common question I'm asked by aspiring writers - after 'How do you be a games writer?' - is 'How did you get your first job?'. As much as I love hearing from and helping aspiring writers where I can, perhaps this post can save us all some time that we can then spend on nice things like writing tests, and reading RPS.

I got my first job, as narrative designer on Penumbra: Overture, at the end of 2006. I was 22, and halfway through an English & Philosophy BA at Southampton. I'd been reading books, playing games and writing stories for as long as I could remember. I'd been in the habit of sending sporadic bursts of emails to UK devs - at first looking for work experience (I didn't get any), then for entry-level QA and production jobs, which landed me a Summer's work at Lionhead on Black & White 2 the previous year. I don't know what spurred me to to switch from applying for actual jobs that existed to fantasy writing jobs that I figured should exist, but post-Lionhead I decided the smartest route into the industry was as a writer. After all, I was actually in the process of getting a qualification that would support my applications, and I already knew rather more about writing than I did about production or level design. Youthful naivety can be a valuable resource.

I recall one thing that happened at Lionhead while I was there that might have triggered my shift in focus. A few months before release a bunch of the other QA guys got together and wrote a short intro script that would frame the gameplay of B&W2 in a way more consistent with the mythology of the first. Frankly it was needed - any semblance of narrative progress that existed in the first game had largely been stripped out of the combat-oriented sequel, and it really didn't make much sense. In the end the idea didn't even get as far as being vetted - we'd hit text lock weeks earlier - but the image stayed with me. I realised that if Lionhead was approaching writing in so haphazard a way then maybe even a writer of my mediocrity could make a difference.

Luckily enough the indie game revolution was well under way by now. For the first time that I could remember the games I wanted to play weren't in the hands of the big corporations - everyone was doing it. Suddenly the people making the games were as inexperienced as I was. I started emailing small studios, new studios, eastern European studios... anyone doing something interesting that might be able to make use of a writer. No one replied.

And then I sent this email:

> Dear Penumbra,
>
> First of all, many congratulations on Penumbra - the physics based
> interaction interface is so intuitive it's a wonder it hasn't been done
> before.
>
> I read that you are embarking on a commercial project, and I wish you
> all the best with this, and wish to offer my services.
>
   The area that interested me particularly was the potential of the
> narrative to further enhance the atmosphere.  It's a promising start, but I
> think there's so much more that could be done with the actual
> implementation of the narrative, from the introduction, to the item
> descriptions, to the character's internal narrative during the game.
>
> I realise that Penumbra is currently a tech demo: obviously you have
> plans for the commercial release.  If you are currently looking for
> publisher financing, however, I would imagine that the tech demo is
> your greatest tool of persuasion, and as such, it would benefit from
> being as polished as it possibly can be.
>
> I am a UK based writer with a keen interest in the future of narrative
> based video gaming.  I have had a play with the config file for
> Penumbra, and I see that it is very easy to adapt in-game text, and I
> would love the chance to help write a more stream-lined, more engaging
> script and narrative for Penumbra.
>
> In case you are interested, I enclose below a re-imaging of the
> original introductory text, to demonstrate what can be done with the
> material.  If you enjoy it, please do contact me at the email provided.
>
> Yours sincerely,
>
> Tom Jubert

Despite addressing the email to the name of the game rather than the team, Frictional responded and offered me a volunteer position on the commercial project, with an unspecified offer of royalties on release.

And that is the story of how I got my first job.

Monday, 28 January 2013

Stories in Unlikely Places: Giants: Citizen Kabuto

Good comedy games - small list. Good comedy games that aren't adventures - smaller list. Toward the top of it, though, nestled just next door to Psychonauts, is Giants: Citizen Kabuto. I won't commit to which takes the biscuit, but I will suggest that of the two, Giants is the game that carries its comic ideals right to the heart of its design ethos.

Founded by a bunch of ex-Shiny chaps and very much carrying the mantle of that studio's deranged comic styling, Giants was an incredible game of open world combat, lush tropical visuals and cockney aliens. It's a game of vastly disparate ingredients, united by Planet Moon's refusal to consign its boundless imagination and comic juxtaposition to the cutscenes alone.

You start out Giants playing as a crew of cockney aliens crash-landed on an alien planet on their way to Planet Majorca. It's an immediately ridiculous scenario in which to frame the subsequent island-hopping action. Once you're introduced to local boy 'My name is Ahmed, but call me Timmy' you'll never look back.

You won't spoil things too much by checking out the first few minutes of cutscenes below.


The levels that follow excel in mixing up conventions. Sure, a large part of this game is going places and shooting dudes, but the team at Planet Moon obviously relished finding ways to disguise that fact. In the second mission you get a jetpack and have to rescue dangling Smarties (the comically disfigured locals), and this was long before the likes of Just Cause gave us similar freedom. It's worth noting, too, that as good as that franchise looks now, Giants looked back in 2000.

As the game progresses - always interspersed with those fantastic cutscenes - your objectives are messed about with. One minute you're planting a bomb in an enemy camp, the next you're hunting Vimps (cow-bug things) for meat, the next you're knee deep in the base building game. Yes, there's even a relatively fleshed out RTS in here, which forms the cornerstone of the benchmark multiplayer mode. Every one of these elements is considered, presented with flair, and imaginative in ways it's hard to comprehend in these homogeneous times. The multiplayer standing alone would have had an impact - it was 8 player, non-symmetric teamplay with base building and Vimp hunting and a giant bloody Kabuto running about eating people. And it was 2 years before Natural Selection.

To put it in soundbite form, Giants is a game that reminds me how lazy the likes of GTA and The Elder Scrolls really are with their mission design - and how much more attention, variety and contextual detail we as players have a right to demand.

So you play on, and it's true - some of the levels become a little repetitive - but then you leave the Meccs behind and become a Sea Reaper. Suddenly the waters - which as a Mecc mean death by piranha - become the shadows you stalk through before you strike. You're able to move in ways that entirely change the game, and to overcome the hordes of enemies, that for the Meccs were becoming overwhelming, with precision and flair. You also have your boobs out which is again bucking convention, if nothing else.

All the time your objectives are being framed in ways that make sense. Gameplay rarely devolves into something that feels familiar. You're looking forward to the next joke, or the next time Planet Moon are going take you completely by surprise. Surely they're not going to let me do that?!

Playing it again now, it's naturally not as pretty - but it still has the charm. The timing is off in some of the cutscenes - Psychonauts comes up trumps for sheer polish and consistency - but I feel closer to these characters and, perversely for such an off the wall tale, the story itself. The world feels like a real place, and there's a darker tone to the game than the cartoony visuals suggest. From the grotesque design of the Smarties' physical features, to feeding children to giants, to the tensions between the different species, there's an edge here that keeps the game from feeling flat.

There's also the bit where you play as the giant, which was rubbish even at the time. Ignore that bit.

Planet Moon released one game of interest after Giants, Armed & Dangerous, before hitting financial woes, switching to smaller, licensed projects and finally being subsumed into Bigpoint. A&D retained the feel of Giants, but lacked the spark of invention (though it did come up with the shark gun long before it rose to fame in the latest Saints Row). Comparing the two games is nonetheless a fruitful engagement - doing so demonstrates just how much more is going on in Giants than gameplay + funny cutscenes.

Giants is a must play. You can get it from GOG for $9.99 (I make no money from sending you there).

Friday, 11 January 2013

Little Inferno & Plato's Allegory of the Cave














I played Little Inferno just before Christmas. Like others I found the simplicity of the gameplay a little underwhelming compared with the ingenious developments of previous Kyle Gabler offering, World of Goo; unlike some others I found real depth to the game's fiction. This post is about that.

Little Inferno isn't just a simplistic game of burning amusing objects in different combinations to score points - it's one in a very familiar mould. Perhaps I've been reading too much Plato recently, but that seems to me rather like the point. Let me explain.

I Think Little Inferno is Plato's Allegory of the Cave
In The Republic, Socrates asks his audience to imagine a cave in which slaves are incarcerated. They are held in place by shackles, forced to stare at a wall. Their captors stand behind them, using puppets and firelight to cast shadows onto the wall. All the slaves know of the world are the shadows before them.

Socrates then asks what would happen if one of these people was to be released and allowed to look upon the puppeteers. The slave would be shocked and confused at first; but in time they would come to realise that the shadows were mere illusions, and that the real cause of them was the puppets. Next the freed slave emerges from the cave and, though blinded by the light, learns another level of truth - the puppets were themselves only copies of real animals which the puppeteers were mimicking. Finally the slave looks up at the sun, and realises that every object perceived so far is reliant upon it, both for their continued existence and for the slave's ability to see them.

The idea is that the slave's journey mirrors our own intellectual journeys as human beings. We begin life taking the information from our senses to be the ultimate truth. Some never leave this state. Others look around and realise that there are greater forces at work which themselves explain the information received by our senses. As the slave leaves the cave and witnesses the real world, human beings are able to engage their rational thought and begin reasoning out the truth from the lies. Finally, we are supposed to come upon the ultimate truth, or the Form of the Good, which is analogous to the sun, and represents ultimate enlightenment for Plato.

And in the Game
Major plot spoilers from here on out.

Little Inferno sees you play as a faceless, nameless character who stares at a fireplace and burns things. Everything you know about the world is arrived at through letters which are opened in front of the fireplace and then burned. You engage in a repetitive, simplistic activity which - while amusing - is ultimately demeaning. As a player you're engaging in a format designed to waste time; as a character you're burning up all your worldly possessions just to stay warm, all the while being reassured by the manufacturer that what you're doing is fun.

The parallels are pretty thick. As the game progresses your nextdoor neighbour - who so far has only been present in letters - becomes more and more physical. Things she does affect your game and make you aware for the first time that you're not staring at a gameboy screen, you're staring at a wall, in a house, next to another house, in a town... There's a whole world outside this cave!

When the denouement comes it's unexpectedly different to the last 4 hours. Everything you learnt in that time becomes useless in the broader context. Despite never having thought about it before, you learn that those letters were being delivered by a postman/puppeteer you could never actually turn around to see. You're told you can do whatever you like, but that you can never go back. Then the skies clear, the sun comes out, and the weather man takes you up in his balloon to see it all.

The Difference
There's one quite radical difference between Plato's version and Tomorrow Corporation's, which is that Plato's philosopher is supposed - once enlightened - to return to the cave and to govern it using all that acquired wisdom. I suppose in a sense that's what the weather man does, though by blowing up the player character's house the game does rather put an exclamation mark on the no returns policy.

Perhaps the journey depicted here is that of the developers - starting out in the dark, struggling to make ends meet, then joining a huge corporation and finally seeing the light at the end of the tunnel. Perhaps Little Inferno as a product is analogous to the enlightened one returning to the cave and translating their new knowledge into something those still shackled to the wall can understand; or maybe that's going too far.

Perhaps Tomorrow Corporation aren't entirely sold on Plato's metaphysical and political manifesto, and the allegory of the cave is just a resonant metaphor for people waking up and taking charge of their lives instead of wasting them.

After all, you don't need to believe in philosopher-kings, ritualistic group marriage or god to believe in that.

Monday, 7 January 2013

Happy New Year, Happy New IGF Shortlisting for FTL!

It's been far too long since I posted anything, so let's get the new year off to a proper start with a quick work update.

The last time I checked the calendar it was still September. Since then we've launched FTL, rewritten The Swapper a couple of times, recoded the whole of Ir/rational Investigator, and formalised doubts about laissez-fair capitalism and traditional democracy (no link for the latter, I don't think you want to read the products of my Political Philosophy MA). Now I'm just about ready for 2013, and only a week late!

The year's off to a good start, with FTL literally just being announced as an IGF 2013 finalist. If I'm honest the odds were rather stacked in my favour - with FTL, The Swapper and my own Ir/rational Investigator all entered, one of them was sure to come through. Congrats to Justin, Matt and the rest of the team!

Development on The Swapper is continuing apace. Following a complete story redesign based on PAX feedback we've now introduced new characters with full voice recording planned for the coming month. The script has just gone through its first major redraft, and the guys are working to get us up to Beta in time for a release some time this quarter.

Ir/rational Investigator meanwhile is benefiting from the involvement of our new programmer, who has been recoding my crappy engine and providing me a full suite of content management tools which should make development of the full game rather more manageable. The Christmas panic has slowed narrative and puzzle design, but that's what January is for.

In other news, I've been providing some insight for a new Rogue-a-like book, made the news section of Philosophy Now in an entirely unexpected way, been turned down for a job on Thief 4 and been courted for a job on the last franchise I ever thought would come knocking on my door.

More news as it develops.

Tuesday, 27 November 2012

Hitman: Absolution: In Support Of

 I played Hitman: Absolution this week. Like everyone else I was disappointed by the radical departure from the original gameplay format, but I wasn't entirely distraught. I enjoyed myself. If the stealth system were separated out from the disguise system, and the balance struck a little more in favour of larger levels, I think the rest could have been quite palatable. More than that - these vignettes of blending into train station crowds, hunting nuns in cornfields and stalking cops on rooftops bring dashes of dynamism and variety to a formula that, dare I say it, stands to benefit from it.

Absolution also got me thinking about Hitman's oft-fraught relationship with narrative, and about how the bland cutscenery of the last two games seems to be missing the point. I love IO and I love these games - and I want to formulate something constructive. To do so I'll ask a simple question:

What is the point of Hitman's Narrative?
The narrative design in a game is there with one purpose, which is the same purpose as every other element in development - to help deliver an interactive experience that focuses on the controlling idea. The controlling idea is what the project is about. It's a description of what the end-user experience should be.

Hitman's controlling idea (its point) is plain enough: to be an expert assassin; to explore, understand and violently participate in a living world. By focusing on realistic environments, psychological judgements (or understanding of AI routines if we're being cynical) and calculated subterfuge over blind Rambo-ism, Hitman is, more than most stealth 'n gun games, a simulator. Albeit a simulator with a dark sense of humour.


How do you usually plot a simulator?
Usually not with cutscenes. The more popular alternative is simply to avoid plot altogether. A plot supposes some artificial linearity - some element of the game that isn't simulated, but locked in - and that would be opposed to the very concept of what a simulator is. Silent Hunter, SWAT 4, the various brilliant flight sims - they don't force you on a particular path. They give you enough background detail for context, then let you go off and create your own tale.

I'm not sure this is where Hitman's going. For one thing, Hitman is different from some other simulators in having a protagonist with a personality (sort of) and - so the argument goes - therefore you need a character arch, and a plot, and cutscenes... we know where this ends up. For another thing - and it seems strange to admit this - but I just can't imagine Eidos biting the bullet and accepting that they may not need a plot. Hitman is a AAA game, and AAA games have stories now!

So if we're committed to putting something in between the assassinations (and it is surely the assassinations that are at the heart of Hitman) what should it be?

How else could you design Hitman's narrative?
How about this: Career Mode. I'd argue that if we want anything from Hitman's narrative, it would be something that supports the simulation feel of the core gameplay. What's cool about 47 is not, I think, what he does when the people he works for betray him and he's left with a genetically engineered little girl to protect. What's cool about 47 is that he's a professional. A cool Hitman story would focus on that.

What would a year in the career of a Hitman be like? What would fill the gaps between the hits? I think there would probably be a bunch of the things you'd expect - upgradeable, explorable hideouts, collectable weapons, a currency based on mission success... You'd also want to make greater use of some other elements from earlier Hitman games - Blood Money's procedural newspaper articles could be developed into something that gave us a sniff of the larger world.

What might turn out to be particularly useful are those little vignettes from Absolution. A career mode would need something more than a few management elements to deliver the sense of being 47. We'd want to see just a little of the pain-staking preparation that goes on behind the scenes. So perhaps we'd have some side-missions: a trip to the blackmarket weapons dealer, a hit on a potential witness, a scouting mission on local police patrols. If we were really clever we'd have these develop and overlap in unexpected ways: perhaps on the scouting mission we'll spot the weapons dealer entering the police station. Depending on 47's actions he may come home from his next mission to find them knocking at his door.

What I suggest is that by building up this little web of fiction we could bring another layer of detail to Hitman's world. Instead of breaking from the core missions for another video of 47 being betrayed and not being caring about it, let's use that time to tell a different sort of story - one which reflects the core themes of the gameplay experience. One which makes you feel like a Hitman.