<p>IGN <a href="http://uk.pc.ign.com/articles/115/1159020p1.html" target="_blank">started a series of articles</a> in which they quiz developers on the topic "Storytelling in games". There are even a few RPG developers to be found in there:</p>
<blockquote>
<p><strong>CD Projekt - Tomasz Gop, Senior Producer:</strong>
It's expensive. Creating a non-linear game does not even have an equivalent in movies, for example. Same for interactivity. And I think we finally have games that really tell stories in the first place. Those cases actually do resemble an interesting, interactive book. Like a good read, but it's more read-and-write at the same time.</p>
</blockquote>
<p>And another one:</p>
<blockquote>
<p><strong>BioWare - Casey Hudson, Executive Producer:</strong>
I think at this point, the medium is capable of the same sophistication in storytelling as other mediums. In some ways though, the interactive nature of a videogame story adds an extra dimension that makes much greater demands on the creators. For Mass Effect 3 for example, we've got a story that will have to start from a variety of different positions based on either a new game or decisions left over from playing the previous games. It will then need to continue branching multidimensionally as players shape the story with moment to moment decisions. But as technically complex as this is, we still need the end result to feel as artfully crafted as a memorable novel or motion picture.</p>
</blockquote>
<p>Branching multidimensionally sounds cool. So far they reflected upon decisions left over from previous games using a bunch of emails. So all this branching will be a nice step forward.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/103189-storytelling-in-games-part-one.html">Gamebanshee</a></p>
<blockquote>
<p><strong>CD Projekt - Tomasz Gop, Senior Producer:</strong>
It's expensive. Creating a non-linear game does not even have an equivalent in movies, for example. Same for interactivity. And I think we finally have games that really tell stories in the first place. Those cases actually do resemble an interesting, interactive book. Like a good read, but it's more read-and-write at the same time.</p>
</blockquote>
<p>And another one:</p>
<blockquote>
<p><strong>BioWare - Casey Hudson, Executive Producer:</strong>
I think at this point, the medium is capable of the same sophistication in storytelling as other mediums. In some ways though, the interactive nature of a videogame story adds an extra dimension that makes much greater demands on the creators. For Mass Effect 3 for example, we've got a story that will have to start from a variety of different positions based on either a new game or decisions left over from playing the previous games. It will then need to continue branching multidimensionally as players shape the story with moment to moment decisions. But as technically complex as this is, we still need the end result to feel as artfully crafted as a memorable novel or motion picture.</p>
</blockquote>
<p>Branching multidimensionally sounds cool. So far they reflected upon decisions left over from previous games using a bunch of emails. So all this branching will be a nice step forward.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/103189-storytelling-in-games-part-one.html">Gamebanshee</a></p>