07-05-2006, 11:47 PM | #41 | |||
Explode the Universe!
|
Quote:
"It was dark and stormy out and thunder clouds glared loomingly on the black horizon. Jade Johnson angrily pushed her short blond hair out of her blue eyes and scowled poutingly at the horizon." or "The stove entrance was dark like the mouth of a wolf." Do you know what I mean? That's just terrible writing, and I don't think any book publisher would ever accept that. What I'm saying is this. There is NO comparable industry standard in place for the writing of games, at least none that I can detect. That means, a game you buy could have fantastic writing, or it could have dreadful "dark and stormy" writing. I'm suggesting that developers pay more attention to the writing aspect of their games than they have in the past. Again, stick figure art would never be accepted (unless intentional and plot oriented) as good game graphics. I'm also not suggesting that all games have to have a LOT of writing. What there is, should be strong, whether ten lines or ten thousand. Quote:
Quote:
|
|||
07-05-2006, 11:50 PM | #42 |
Explode the Universe!
|
Who is Hoagie, by the way?
|
07-06-2006, 12:17 AM | #43 | |
gin soaked boy
Join Date: Jan 2004
Location: Virovitica, Croatia
Posts: 4,093
|
Quote:
Not having played DotT will NOT be tolerated, submit yourself to it now!
__________________
What you piss in is yours for life. |
|
07-06-2006, 01:43 AM | #44 |
Explode the Universe!
|
Hehe...well I did actually start on it at some point, but got sidetracked and never got far...I shall have to relocate it...
|
07-06-2006, 05:32 AM | #45 | ||||
Elegantly copy+pasted
Join Date: Jan 2005
Posts: 1,773
|
Quote:
As for actually harming them, it's like the balance required of plays or movies: an actor may want to do things that would strengthen their character, but wouldn't actually improve the play or film. Each element has to serve the production as a whole. But as I said, I mainly think it's a distraction from the things that really need improvement, such as gameplay, interface and basic technology. Quote:
Quote:
Re: surreal worlds and imaginary creatures, I don't see how that's anything other than a personal preference. Quote:
Manny has many different jobs throughout the game, but apart from one scene as a reaper, they aren't used for the gameplay at all. And he figures out most of the conspiracy without any player input at all. Why not make some puzzles around that? More puzzles about getting to know people, gaining their confidence or interrogating them would fit the story. And since Grim Fandango is all about Manny's character arc, moral choice along the lines of The Pandora Directive or Blade Runner would not be out of place. Apart from the mechanical puzzles, I felt that the whole style of traditional inventory puzzles felt very contrived in Grim Fandango. I'm not sure I can explain why, but it felt like a game held back by gameplay convention, instead of having the play arise naturally from the concept. To put it another way: If Tim Schafer made a sequel to Grim Fandango, I wouldn't expect it to be an adventure game.
__________________
Please excuse me. I've got to see a man about a dog. |
||||
07-09-2006, 02:25 PM | #46 |
Member
Join Date: Nov 2005
Posts: 57
|
When reading this thread, I see three distinct stances on the whole deal with the writing quality.
-The writers are bad -Writing and games don't go together -The genre is still young The way I see it, is that if any one of these is valid, it's the last point. There is so much more that goes into a game's writing than that of a movie or a book. Technical obstacles: When you are writing for a game, you can't just write "John went to the door, and looked back at *player* with a smirk on his mouth", this means scripting, animation, and maybe some coding. That's maybe 5 hours of work for one sentance. This severely limits your options on what you can write, and how much life you can give to your characters, for example. Differences from writing: There's a big difference in games in that you should, whenever possible, show and not tell. This adds to the technical obstacles mentioned above. You can't really have any written descriptions of anything inside the game, this has to be done by artists and whatnot. Timing: In games, it's much harder to get the timing right, if you're not doing things through cut-scenes (which is a very bad idea in the first place). The player will play at his own pace, and will only tolerate his pace being dictated by the game a very limited amount of times. (who here likes timed puzzles?). Gameplay: How will your writing interact and enhance the gameplay? What happends if the player doesn't do what you want the player to do? Amount of writing: Depending on the players actions, you should ideally have different reactions to things, and keep the game more or less open (atleast conceal the linearity as good as possible), this may include bending and twisting the actual storyline, which means a lot of "secondary scenarios". Interactivity: All the while you have to keep in mind that the player is supposed to be shaping and directing the story, you can't guide the player down a path, you have to make the player choose "your" path. Changes in the plan: Games development is riddled with "on-the-fly" changes to vital game components, components that may make your writing ineffective, useless, strange, boring, bad or stupid. If you wrote a script for a game with full facial animation, and then the facial animation is scaled down to "barely noticable" 1 month before release, your writing suddenly looses half of it's "oomph". I could probably keep writing for another good half an hour or so, but I'm sure you get the point already, there is a HUGE difference between writing for movies/theatre/books/etc. and writing for games. While we, the gamers, sit and say "the writing is bad", there is really a lot of stuff that goes down "behind the scenes" that the writer is responsible for, that we pay no mind to. Also keep in mind that the main plot may be set in stone by the designers before the writer(s) start working on a project, because in the end, games don't start development after the writers are done writing their script, writers are hired to bring the game to life. Some interesting reads: http://www.gamasutra.com/features/20...noyle_01.shtml http://www.gamasutra.com/features/20...adams_01.shtml http://www.gamasutra.com/features/20...ister_01.shtml Good luck in your game writing career, may your games be fun and plentiful. |
07-10-2006, 03:20 AM | #47 |
Explode the Universe!
|
I have just begun playing Myst V End of Ages! I'm thrilled! I have never played any of the Mysts, but now that I am, I am so pleased with the game and I do not think that the long dramatic monologues harm the play at all. We need more such innovation. I like the writing and the fact that there's plenty of it! I'm entranced! I feel like I'm in a play!
|
07-10-2006, 03:22 AM | #48 |
Epsilon-Minus Semi-Moron
Join Date: Aug 2004
Location: Oulu, Finland
Posts: 863
|
Long monologues are innovation?
__________________
If there's one thing you can say About Mankind There's nothing kind about man |
07-10-2006, 04:17 AM | #49 |
Epinionated.
Join Date: Dec 2004
Location: London
Posts: 5,841
|
__________________
Starter of Thread Must Die. |
07-10-2006, 09:10 AM | #50 |
Banned User
Join Date: Nov 2004
Location: New Paltz...for now...
Posts: 6,177
|
It lives.
|
07-13-2006, 03:08 AM | #51 | |
Explode the Universe!
|
Quote:
|
|
|