11-10-2004, 09:08 AM | #1 |
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Story development
Hey Martin!
How long did it take you to develop the story? Was it done in parallel with the gameplay design?
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11-10-2004, 09:41 AM | #2 |
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Hey Steve!
Hmmm... I think from first blank sheet to final draft it was 2-3 months. Writing the design document took another 3 months (350 pages, compiled into a HTML Help project, btw), and it underwent 5 revisions. I wrote most of the dialogue rather late in the production. 2 month went into that as well, I think (7,600 lines). It was fun, most of the time. Creating the endless character move lists and the animation lists was the really tedious task. Writing down every freakin little detail of a game can be kind of terror. But who am I telling that. :-) (How long did it take on BS3?) Last edited by Martin Gantefoehr; 11-10-2004 at 03:57 PM. |
11-10-2004, 10:44 AM | #3 | |
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If you were to briefly summarize some of the main headings, what would they be? I mean, do you have a section called Scenes where you throughly describe all the scenes, or? I recently read a great article on gamasutra.com(http://www.gamasutra.com/features/19991217/ryan_pfv.htm) about how to do a design document. I think it was great, but I can't decide if it contains too many different sections. I'm a bit curious on how a pro company did it |
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11-10-2004, 11:09 AM | #4 | |||||
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11-10-2004, 11:13 AM | #5 | |
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11-10-2004, 11:48 AM | #6 | |
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See the results: Steve Ince is an Excellence in Writing nominee. And I'm still little Martin Ganteföhr. |
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11-10-2004, 11:52 AM | #7 |
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That could just mean that the nomination committee doesn't know what it's doing.
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11-10-2004, 11:55 AM | #8 | |
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11-10-2004, 11:56 AM | #9 |
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Steve, you are too humble. Both of you deserve accolades.
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11-10-2004, 11:57 AM | #10 |
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I'd guess that Steve has bribed the comitee by writing beautiful poems to all of the comitee members.
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11-10-2004, 12:03 PM | #11 | |
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11-10-2004, 12:08 PM | #12 |
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Clever you
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11-10-2004, 12:37 PM | #13 | |
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But I don't know really.. I'm no pro |
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11-10-2004, 12:47 PM | #14 | |
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11-10-2004, 12:53 PM | #15 | |
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11-10-2004, 12:57 PM | #16 | |
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And the same question, of course, goes to Martin in relation to The Moment of Silence. I suspect that, with outsourcing, things work quite differently. |
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11-11-2004, 12:19 AM | #17 |
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Everyone should read everything, but by compartmentalising someone who's, say, working on the interface knows what's interface and what's not. This isn't meant to be patronising, just that there can be grey areas and often the danger is that people assume that they grey areas are being dealt with by somone else and may never get done.
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11-11-2004, 09:33 AM | #18 | |
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That's very unwanted, because nobody likes to do their work double. And nothing is more dangerous for a project than frustrated staff or partners. We provide all team members with the entire design document. The doc is clearly structured so that everybody knows what exactly their work is, but still has access to all material that all other members have. |
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11-11-2004, 11:07 AM | #19 | |
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11-11-2004, 11:24 AM | #20 | |
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But I think it's great to hear opinions and views from more than one professional about this. Steve's experience is something that not many other developers have to offer. I think it's really cool that he shares it - I've always felt that one thing that got adventure games into trouble for years was the lack of developer/developer and developer/player communication. |
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