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May 11th, 2013, 10:52
Originally Posted by wolfing View Post
Make a great game engine and think of a story later is what I think.
This is precisely what to do, if you want to make a game totally lacking any soul. Brian Fargo has it right in that sketch with the kid at the beginning of the Tides video. But, this isn't story in the narrow sense of scads of boring text, rather all the things that go to make you suspend your disbelief and feel you are journeying in a real world. In that respect, the artwork tone, location design, NPC design etc are all part of the story and need to be consistently planned up front.
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