Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,045
Tags: Brian Mitsoda; David Gaider; J.E. Sawyer; Scott Bennie
I've decided to explore the concept of dialogues in RPGs a bit by asking Brian Mitsoda, JE Sawyer, Scott Bennie, and David Gaider a few questions about this delicate subject. I also asked Chris Avellone, but he's busy watching the Aliens movies for ...uh... research purposes. I tried to play dirty and threw "think of teh kidz!" line at him. His chilling "The kids must suffer" reply provided a rare glimpse into his dark soul and, coincidentally, answered question #10: "What's evil and how do you show these traits in your characters?". Anyway, the interview:
I've decided to explore the concept of dialogues in RPGs a bit by asking Brian Mitsoda, JE Sawyer, Scott Bennie, and David Gaider a few questions about this delicate subject. I also asked Chris Avellone, but he's busy watching the Aliens movies for ...uh... research purposes. I tried to play dirty and threw "think of teh kidz!" line at him. His chilling "The kids must suffer" reply provided a rare glimpse into his dark soul and, coincidentally, answered question #10: "What's evil and how do you show these traits in your characters?". Anyway, the interview:
6. What games/characters would you use as outstanding examples of great writing in games and why? What influenced you as a game writer?
Brian Mitsoda: Fallout was the game that made me transition from a career in film and apply at Interplay. I enjoyed that the story could be different to each player and I saw potential in reactive storytelling and the possibilities of game narratives. I was a bit naive in thinking it wouldn't sink into the same formulaic trappings of the film industry, but I look at games like Planescape, Psychonauts, and System Shock as examples of how interesting stories and gameplay can be intertwined in a way that can't easily be duplicated by other forms of entertainment. Planescape, I probably don't have to explain the sense of brilliant weirdness and fantastic exploration to readers of this site and Chris (Avellone, my boss) really hates it when people get fanboy on him (but you should probably dress up like Falls-From-Grace and wait for him in his car, he loves that.) The mind voyeurism/exploration aspects of Psychonauts and the smoothness with which they were blended into the game design, wow... more games should have that kind of story integration (and be that funny). For System Shock, I not only enjoyed the terrifying exploration of Citadel Station, but I don't think I've ever hated a "bad guy" in any game, movie, or book more than Shodan because she actively taunted and harassed me in a way that traditional written medium bad guys can't replicate.
Brian Mitsoda: Fallout was the game that made me transition from a career in film and apply at Interplay. I enjoyed that the story could be different to each player and I saw potential in reactive storytelling and the possibilities of game narratives. I was a bit naive in thinking it wouldn't sink into the same formulaic trappings of the film industry, but I look at games like Planescape, Psychonauts, and System Shock as examples of how interesting stories and gameplay can be intertwined in a way that can't easily be duplicated by other forms of entertainment. Planescape, I probably don't have to explain the sense of brilliant weirdness and fantastic exploration to readers of this site and Chris (Avellone, my boss) really hates it when people get fanboy on him (but you should probably dress up like Falls-From-Grace and wait for him in his car, he loves that.) The mind voyeurism/exploration aspects of Psychonauts and the smoothness with which they were blended into the game design, wow... more games should have that kind of story integration (and be that funny). For System Shock, I not only enjoyed the terrifying exploration of Citadel Station, but I don't think I've ever hated a "bad guy" in any game, movie, or book more than Shodan because she actively taunted and harassed me in a way that traditional written medium bad guys can't replicate.