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BioWare - David Gaider on narrative design
I keep forgetting to catch up with David Gaider's personal blog on tumblr, The Bitterweetest Thing. A couple of days ago he posted Part 5 of a series on Narrative Design (the previous part is linked from this one, so work back if you want) and offers some amusing anecdotes on the design of Dragon Age - specifically, naming things:
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I know I'll never look at "Thedas" the same way again. :)
It remains surprising to me how conservative gamers can be. Many complain about a lack of "innovation", yet moan and groan if the game doesn't utilize whatever gaming element they have grown accustomed to. I suppose the naming effect is similar. |
Wow. Committee writing sounds painful.
I'm surprised anything interesting peeks through the cracks with this kind of narrative development. :/ |
And then they come up with "Cousland"…? (facepalm)
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So 'Gaider’s *Laws* of Naming Things' produced such creative geniuses as Hightown and Lowtown, as two sections of Kirkwall? Assuming they were placeholders names, as they very much appear to be, it also displays the creative bankruptcy of Gaider's team of writers.. they couldn't come up with anything better throughout the development process. Pretty pathetic.
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This reminds me of how they named Guybrush Threepwood.
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I usually enjoy reading his posts, blogs asf. It gives a cool insight into the creative process. Just looking at the last few Bioware games, DA2, ME3 and SWTOR I wonder if they should not change a few things. Those last games didn't actually have the best stories. Somehow the characters got too… repetitive? Like being too much the same. I guess a company needs to change writers from time to time.
I know I loved David Eddings Belgarian Saga much. But all his later books were way too much copy ideas from his great success. I guess that is how authors are; often trapped in their success. |
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http://img834.imageshack.us/img834/4480/gayder.png |
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