Diversity and Inclusivity
Bubbles: How are you experiencing this system of indirect dialogue writing? So--
Sarah: I love it!
Bubbles: --it feels strange.
Sarah: Well, I don't know. For me, it's an opportunity to do something a little bit different that I haven't seen a ton of. It's a way to write more dialogue, because the descriptive speech allows us to write from the perspective of any of the player characters. We don't have to account for how they talk or how they would save a certain situation; we just write a wink or "[you] sneer and respond that you don't wanna have anything to do with them" or whatever. So this is a way for us to increase our output and also give a little bit of flavour. In DOS, sometimes we had to keep the player characters neutral, which affected our ability to characterize them. With this system, I'm hoping we can put a little bit of flavour into the text, but still let the player role play how they wanna role play. We're not giving them the character that they have to play; they can kind of imagine how the character is sneering and walking away from the conversation.
Watch: I have heard you write with five people, two seniors?
Sarah: Yeah, I think so.
Watch: Are there women on the writing team? You and... Char[lene Putney]?
Sarah: Yes, just us two on the writing team.
Watch: Often it's the male perspective in games; do you think you can add something different to the game with two women?
Sarah: It's a good question, yeah. It this is true, it was evidenced in Original Sin. That was just me and Jan, so it was half and half. Compared to some of their earlier games, I think there's a bit of my touch in there. For example, if I'm imagining an NPC, I imagine her as a woman and [inaudible] her a woman, and the woman goes in the game, and so the gender balance is a little bit more balanced, I guess. I'm also reading some of the female characters written by our male writers, and I find them very cool, fully fleshed [out] people, fully realized, not cliches, so, I think ultimately it's kind of a matter of the intent of the writer to put themselves in somebody else's shoes. But it's nice to have another lady on the team.
Watch: I can imagine, if you are writing something, that it might be lost while producing [the game].
Sarah: Yeah, that's occupational hazard, I think. You imagine it one way and... gameplay is king; so it's always gonna be gameplay first, story second. We come up with a [character] design, or the scripters come up with a design, they tell us the character, we rewrite it, it gets put in, then the character get changed because of gameplay events, we rewrite the character, it kind of goes back and forth like this a lot.
Watch: It's nice to see a Captain who's female [in the prototype]. It's not just because I'm female – on RPGWatch, several men have also said "We like more women – realistic women – in games."
Sarah: Yeah, it's true. I mean, you don't wanna walk into a town and have it be a cliche of everything you've seen before – women are only doing certain things, men are only doing certain things, the men are all drunken boors, the women are all prostitutes, like, we've seen that a thousand times. It's kind of time for everybody to...
Watch: ...grow up.
Sarah: Yeah! For the characters to expand their roles, to have a more realistic or interesting world, I think.
Kieron: I think speaking from the perspective of a man on the team, we do have a strong desire to make sure that... if you look at the NPC list on a spreadsheet, we're actually spreading [the genders] quite evenly. There's a few of us, myself included, that have a passion to make sure there's really strong female characters in there. And we're also sensitive enough to make sure that we're not being cliched.
Sarah: One thing we discussed – you know, the team is really growing, at the moment there's 90 people, which shocked me when I found out – and we're trying to develop a vision of the kind of games that we wanna make, around the world, and one thing our lead designer was saying was "Make it diverse! For each character that you have, before it's been fleshed out by the writers, flip a coin for their gender, make sure that we have skins for a variety of looks, so that everybody can be realistically represented in the game," and that's something we're all thinking about all the time and it's important to a lot of us.
Watch: When you start the game, you create only one character, right?
Sarah: Yeeee.....eees. It's still on the table... but so far, yeah.
Watch: And you've got three you pick up or select.