cvv
Arcane
The other part not so much. Helen Hindpere wrote a lot of Disco Elysium and her work is top.
I hope no "great female writers exist too" disclaimers are necessary here. Because of course they do. We have one on one of our banknotes.
The other part not so much. Helen Hindpere wrote a lot of Disco Elysium and her work is top.
I'm not looking for high art here, just passable writing
Gimme quality on the level of Betrayal at Krondor, Torment, Dragonfall, Witcher 3 or Kingdom Come and I'm a happy clam. I don't need Umberto Eco either, just solid, well-executed craft.
Another strange observation - female coders tend to be more proficient with SQL, when guys are better with java and frontend.
INSPIREDA Name of the Rose game would be extremely cool. All 53 people who'd buy and play it would enjoy it tremendously.
This is an issue for every single character and faction in the game and it makes the game’s narrative and writing thoroughly unenjoyable. It is required for practically any sort of writing: jokes, satire, social critique, drama etc. and it is missing.
This.
If you're writing a RPG, even if it's a comedic one, you need to make a world and then write characters that inhabit that world. You can't just drop in a bunch of vapid twentysomething middle-class Californians in brownface and expect it to work. They were so desperate to represent everyone they ended up representing no-one other than themselves.
A Name of the Rose game would be extremely cool. All 53 people who'd buy and play it would enjoy it tremendously.
This is an issue for every single character and faction in the game and it makes the game’s narrative and writing thoroughly unenjoyable. It is required for practically any sort of writing: jokes, satire, social critique, drama etc. and it is missing.
This.
If you're writing a RPG, even if it's a comedic one, you need to make a world and then write characters that inhabit that world. You can't just drop in a bunch of vapid twentysomething middle-class Californians in brownface and expect it to work. They were so desperate to represent everyone they ended up representing no-one other than themselves.
Take the characters of FO and FO2. Are they deep? NOPE. Yet the game works. Why? Because they didn't think that motherfucking cRPGs were supposed to be novels, that's why. The moment these narrative designers or game writers became a thing, it was all over. NPCs and companions aren't supposed to sophisticated characters in order to work. If they happen to be, that's a bonus, but the idea that developers should try to achieve that is part of the problem already. It's this mentality that will attract second rate racks to fulfill their creative ambitions at the expense of their audience and the medium.
A Name of the Rose game would be extremely cool. All 53 people who'd buy and play it would enjoy it tremendously.
Sign me up.
Nigger... pleeeease! Most quests in FO2 are banal fedexquests. Kill those evil plants for me, fix the well, find my dog, etc. Most of them are not that complex.They don't need to be deep... I guess that's right. But they should be cohesive. Have some motivations. Making paper cutouts is not sufficient either.
I'd argue that Planescape: Torment goes far beyond well executed craft. Unless you meant Numa-Numa.
They don't need to be deep... I guess that's right. But they should be cohesive. Have some motivations. Making paper cutouts is not sufficient either.
My sense is that many of the people who perform tasks associated with "area design" in the past would have also done the writing for those areas. Professional game development have evolved towards separating and specializing those roles.
How many characters in FO are deep? I don't mean long-winded, but deep. Very few, if any.Also "deep" doesn't mean "long-winded." You can have a fully-realised character sketched out in a few lines of dialogue and some visuals. In fact you need to actively resist the "let me tell you about my mother" thing RPGs so commonly do. That doesn't mean that the author shouldn't have this shit figured out, it's just actively counterproductive to unload all that on the player.
Oh. I checked it out - wow, so Parvati is Indian with asexual crash on Chinese lady. It is so...inclusiveexotic.
Inb4 Sawyer releases Disco Elysium iike game inspired by The name of the rose and its actually good
Narrative design is a staple of modern cRPGs. IT's AIDs and the root of all evil.
I'm all ears.Narrative design is a staple of modern cRPGs. IT's AIDs and the root of all evil.
I don't think you understand what's narrative design is supposed to be. To be fair, I don't think Obsidian does either.
This. You become a writer by living, not by reading. You live a lot, and then, if you had it in you, you will be a writer. But the problem of graphomania has been around forever.
By his own admission, Chris Avellone was a fat meganerd when he wrote Torment.
I don't see Boyarsky under narrative design. What gives? Was he credited separately as lead?
Isn't that inherently connected with said areas becoming 3d, thus requiring professional graphic artists with actual modelling skills and understanding, instead of writers just dropping general ideas about an isometric area. Verticality and traversability are no longer as banal as they used to be.My sense is that the developers who perform tasks associated with "area design" in the past would have also done the writing for those areas. Professional game development have evolved towards separating and specializing those roles.
My sense is that the developers who perform tasks associated with "area design" in the past would have also done the writing for those areas. Professional game development have evolved towards separating and specializing those roles.