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Warren Spector Interview Pt. 2 @ Eurogamer

by Dhruin, 2006-06-29 22:15:00
Eurogamer continues their interview with Warren Spector talking primarily about game design:
Eurogamer: One of the things I like as a player is to find out more of the back story by being thorough. By poking around in dark corners and finding old notes that give clues away, and things pinned to notice boards, or chests to break in to. Games like Silent Hill, Metroid Prime and Resident Evil have always favoured this approach, but then you get games like Oblivion where there are more books and more items of text to read than most gamers could ever have time or energy to read, and games like Half-Life 1 or 2 which have few secrets to uncover. Do you feel text can still play an important role in providing a deeper narrative or is it more about listening in on NPC conversations these days?

Warren Spector: I don't think it'll surprise anyone that I like text in games but I recognise that a lot of players don't. The fundamental experience of videogames is, and should be, seeing, listening and doing, but there's certainly a place for a certain amount of optional text.

The key for me is to give as many players as possible as many ways to get into your game as you can. If players want to ignore text, they should be able to. Heck, if players want to be able to bypass combat, let 'em.

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