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- May 29, 2010
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- 36,705
So pretty much the generic thematic stuff you would find in a post apocalyptic setting.
No.
While I also prefer F:NV's setting and encounters over D:OS, I feel Larian's writers were just as successful with their fantasy background. I don't see how they look amateurish compared to Obsidian's work with F:NV...
Josh Sawyer said:I think it's important to always keep the themes of the game in mind. Wherever you can reinforce themes, it helps make the game feel more cohesive. Then again, I don't think the themes should be forced in at all costs.
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This may seem obvious/dumb to say, but I've always asked designers to keep the basic theme of Fallout (the unchanging nature/inevitability of human conflict) in mind at all times. Whether it acts as a major or minor theme in any given storyline, I believe it's central making the world feel as it does.
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I approach storytelling from the perspective of theme and conflict first and work backward from that. I have been criticized for developing plots that do not meet players' basic expectations for tempo/pacing/structure, so I may be the wrong person to listen to when it comes to such things.
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I think of it as "content-as-something-that-isn't-worthless-garbage". If you're going to bother putting something into your game, put a little effort into conceiving it.
The best concept artists I have worked with have a *concept* behind their concept. It's goofy that I have to call this out, but a lot of artist don't. If you bother thinking about why you're making content choices -- the marks on a drawing, the words in a conversation, the choices in an advancement system -- it tends to help create the feeling of cohesion. Elements are rooted in the fictitious place and time you have created.
If it matters for visuals (and I believe it does), it matters for dialogue.
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A lot of RPGs are long, certainly longer than the average film. If there is not some thematic thread running through all of that time and much of the dialogue, the experience as a whole can fall flat. Taken as snapshots, characters and plot elements may stand on their own, but they are essentially reduced to one-offs with very little connective tissue binding them together.
We already have plenty of examples of well-written characters in video gaming. Writing consistently entertaining dialogue requires skill, but I believe the best writing in any genre combines well-written characters with an interesting exploration of theme. Video games don't do that very often, overtly or subtextually.
"Entertainment value" and "depth" are not intrinsically linked. Many people are entertained by things that have very little depth. Some of the most popular "western" RPG characters, I would argue, have very little depth and are not connected to any consistently established theme.
So, when I'm asked if I think gamers have lowered their standards for writing, I honestly have to ask, "What standards?" From what I see and hear people discussing, those standards stop at entertaining dialogue and an interesting plot. In my opinion, that is a very low bar to reach -- and I write this fully aware that I do not write the most entertaining characters or plots. I just think that with all of the good writers in the industry, we can do much better than we have.
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After decades of industry evolution, our subject matter and thematic delivery are still juvenile. Count the number of games that have established and reinforced a consistent theme through subtext. In the rare case when a game story has a clearly discernible theme, it is delivered with the subtlety of a claw hammer to the skull.
I don't see many gamers noticing this, much less complaining about it.
While I haven't played D:OS, based on DKS and what I played of DD, no one at Larian thinks of these things at all.