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FIFTY POSTS PER PAGE!
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Game Writing
Today's Penny Arcade really brought up some interesting ideas about game writing that I'd never thought of before. It seems obvious that in game development, the gameplay would often be at the heart of what it worked on with the story/writing tacked on later. And then we're surprised at the quality/depth thereof. Anyway, I thought it maybe merited some discussion, or something.
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#2 |
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The Lord of Shadow
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I'd love to get into Game Writing (I haven't read the article yet) but it seems a daunting task. I'm the kind of person who writes with no clear-cut outcome. Sort of 'seat of your pants' in a way, hoping something will come to me. EDIT: But I'm the kind that needs to have it all laid out before me and wrap the game around it. Not the other way around.
And the thought of it being done in stages, by multiple people...it honestly boggles my mind, but as a player it makes sense why some story elements don't even make a lick of sense in some games.
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I have a blog. Go read it! PSN/Steam ID - JaynesHat/Hawkzombie There is the crazy HZ and the well refined logic and reasoning HZ. Both are pretty entertaining -Purple Santa I love that Hawk exists to make every decision I make, no matter how self-destructive, look wise by comparison. -Ox I just realized that for the longest time I've been getting you and Karak mixed up. -fitbabits |
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#3 |
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11%ABV, Nutrient Rich
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Tycho compares it to "scoring" the game, like music. That completely surprised me. I wonder if this is different for Japanese developers, particularly RPG makers. Games like Xenogears feel like they were molded around the writer, not the other way around.
I can't think of any Western game with writing that blew me away... or even registered. Even "good" game writing, taken out of context of gaming and put into another medium like film, can be total shit. Only some of Japan's mind boggling psychotherapy jumble has made me consider not just what happened, but why, and were the implications. I learned more about philosophy and random religious traditions from analyzing Xenogears and Xenosaga than I have in school.
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XBL: The Reverant Steam: johneldridge |
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#4 | |
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The Lord of Shadow
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Quote:
But I agree with this 100%...I've been moved (not recently sadly) by game writing and it was almost always originally a Japanese game. Final Fantasy 6 is notorious for this with me. It was just an amazing game story-wise. I've yet to be 'blown away' with the writing and story in recent times from any games, though...makes me wonder if all this 'scoring' of writing and cookie-cutter type games is taking a toll on the quality of the story. For me games with good, or even decent storylines have been top on my list. And it seems sometimes that is a rarity.
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I have a blog. Go read it! PSN/Steam ID - JaynesHat/Hawkzombie There is the crazy HZ and the well refined logic and reasoning HZ. Both are pretty entertaining -Purple Santa I love that Hawk exists to make every decision I make, no matter how self-destructive, look wise by comparison. -Ox I just realized that for the longest time I've been getting you and Karak mixed up. -fitbabits |
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#5 |
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Colonist
Join Date: Oct 2008
Location: Ellicott City, MD, USA
Posts: 4,841
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The Portal series is a pretty good example of great writing where the gameplay was the main focus.
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#6 |
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11%ABV, Nutrient Rich
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D'oh! Spoke too soon. I loved Red Dead Redemption last year. It didn't melt my brain like Xenogears, but I got chills at the end. I also smiled at a lot of dialogue, too.
On the flip side, some of Xenogears' dialogue was utterly nonsense. Good. I'm back at square one. Glad I threw that out there. Edit: GTA IV. I couldn't play it because there was too much focus on the narrative.
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XBL: The Reverant Steam: johneldridge |
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#7 |
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Always Trust in Violence
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Red Dead Moved me big time.
The ending and wrap up of ME1 moved me actually. Jade Empire(old game) had some really moving parts in the last 10 hours of the game. Some sad shit, some pointed and hard bits, and a harsh confrontation and a choice that I still don't know which way to swing on.
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Game walkthroughs filled with Anarchy your thing? Come on over Walkthrough & Tutorial Youtube Channel Gamertag: Malanthrax |
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#8 |
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FIFTY POSTS PER PAGE!
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Well, he says that many games are done that way (similar to scoring), but that others are not. The distinction there is what I found so interesting.
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#9 |
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FIFTY POSTS PER PAGE!
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#10 |
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Guise srsly
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A lot of the old Lucasarts games had great writing, and then those guys went on to do some other good stuff, like Psychonauts, which has some of the best game writing I've ever seen.
The nice thing about old time adventure games is that they were so relatively easy to produce that they could put much more effort into the story. When the writer gets a good idea, they don't have to worry about how long it will take to render it in trillions of polygons. They just need to write it down and have a guy draw it. Also, the only thing going for those games is basically the strength of the story, whereas people don't even notice the story in many modern games because the focus is on gameplay and graphics. |
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#11 |
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Still Green In My Heart
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Part of the reason for this is that "writer" basically isn't a job in the games industry. There are exceptions, of course, but the amount of dialogue in most games is so huge that nobody gets to really steer the ship, and also everyone who writes is ALSO designing gameplay content.
This obviously doesn't apply to all companies. |
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#12 |
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11%ABV, Nutrient Rich
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I guess it comes down to the developer's vision. If the point of the game is the story, it's less likely to be outsourced or written in as the game nears the end of production. My perception of Gears of War is that the main sell is the multi-player, where stories are essentially provided by the player.
And oh yeah, Mass Effect! Tremendous writing. I just smiled thinking about the ending sequence.
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XBL: The Reverant Steam: johneldridge |
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#13 |
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Praise the sun!
Join Date: Oct 2008
Location: Seritei
Posts: 8,757
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Now playing: Borderlands 2/ Skyrim/ Guacamelee itsanother.me PSN: Menage00 Steam: Menage00 |
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#14 | |
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The OTHER santa
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Quote:
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Gamertag/PSN/Steam ID: Purple Santa/PurpleSanta I should get achievements for watching this~ ADDGirl Rails? The DAY/END threads don't need no stinking rails, they just meander like a drunk looking for a bench to flop down on~ Gorvi Hell, 'derail'? This is like calling the surface of the sun 'warmish'. Somewhat lacking in appropriate magnitude~ Jpublic That's too applied for my tastes. Math makes the most sense to me when it's reality bending abstraction. Or when it's evil~ Frederec |
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#15 | |
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Colonist
Join Date: Oct 2008
Location: Ellicott City, MD, USA
Posts: 4,841
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Quote:
Kind of like Layton. Which I love. |
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#16 |
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FIFTY POSTS PER PAGE!
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#17 |
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I'll handle this.
Join Date: Nov 2008
Location: NYC
Posts: 21,891
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The puzzles were tied a lot more into the narrative than you give them credit for. Each major puzzle section has an appearance and style that tied into what was happening in the story. These longer sections are tied together by more story-rich areas which mixed narrative and puzzles very closely. The mechanics of the puzzles, especially during the Cave Johnson segments, also fit into the story. The very reason you're solving puzzles, and which puzzles you're solving when, are a major part of the narrative.
Narrative is not just dialogue. Valve does a great job in their games, Portal in particular, telling a story through the environments and your actions, not just cut scenes and dialogue. |
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#19 |
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Colonist
Join Date: Oct 2008
Location: Ellicott City, MD, USA
Posts: 4,841
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#20 |
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I'll handle this.
Join Date: Nov 2008
Location: NYC
Posts: 21,891
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And the first part is what would Aperture Science look like after hundreds of years of neglet. Or what it would look like with GLaDOS rebuilding it. Or what it looked like through three different periods of its history. All of that is a part of the story.
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