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BioWare - David Gaider on Writing Games Compared to Writing Novels
In hist latest blog post, David Gaider discusses the difference between writing novels, games and comic books. A quote on how con change when you're writing for a game:
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I think Bioware tend to over do the "story" parts of their game. I could perfectly well do without loads of cut scenes and extended dialogue options and have the story unfold more naturally within the game world. One thing I particularly like in party games as a plot forwarding mechanism is ad hoc dialogue between party members, since that doesn't take you out of the game.
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Ah well, at least for some of their games the story is what makes them work at all.
I dont think they over-do the story part, though I think your are not wrong about too many cut scenes. This is not "too much story". Rather "story in the wrong way". But thats just semantics I guess. ;) |
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And even worse, that character has to be voiced. So it makes it more expensive, limiting the amount of choices simply by the available budget. Of course it is nice to have a good and complete voice over, but I think the trade-off is not always a positive one.
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That castle example is actually very good. I honestly didn't think about how restricting game writing can be compared to writing a book. You always have to take the cost/resources into account. Then again, you don't have to describe what people are wearing and what not when writing story for a game, so I guess it evens out to a certain degree.
The massive differences does prove one thing though: Being good at writing novels does not automatically make you good at writing games, and vice versa. |
I never thought about it in those terms before. Every location would have to be created to be experienced visually in a game, where your imagination would be the vector in a novel.
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