Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

World of Darkness Vampire: The Masquerade – Bloodlines 2 from Hardsuit Labs

J1M

Arcane
Joined
May 14, 2008
Messages
14,737
I don't doubt that's why the title was created. It certainly sounds more prestigious to be a "senior" "designer" than a "dialog writer" for a game.

That's really what this is. Compensation in the form of a title because these people are low-paid fetch-quest writers who lack the technical skill to be level designers and the writing throughput to be principal writer.

I'm sure you've seen some co-workers that have two types of tasks running a similar shell game. When they have low writing throughput they have the excuse of "I was pasting my dialog into the level editor!" and when they can't do any scripting of consequence they have the excuse of "I don't have time to learn that, I have writing to do!"
 
Last edited:

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,934
They started calling them narrative designers instead of writers since narrative design is more than just writing dialogue and in-game lore.

I can understand that. A lot of scripts are triggered e.g. in the Bloodlined dialog files and the dialog jumps back and forward all the time! It would be good if the writer would not only write lines, but could also control this whole process.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I don't doubt that's why the title was created. It certainly sounds more prestigious to be a "senior" "designer" than a "dialog writer" for a game.

That's really what this is. Compensation in the form of a title because these people are low-paid fetch-quest writers who lack the technical skill to be level designers and the writing throughput to be principal writer.

I'm sure you've seen some co-workers that have two types of tasks running a similar shell game. When they have low writing throughput they have the excuse of "I was pasting my dialog into the level editor!" and when they can't do any scripting of consequence they have the excuse of "I don't have time to learn that, I have writing to work on!"
narrative designers are in charge of making sure the game has a coherent narrative
it's essentially another one of those bullshit managerial positions that is a good sign that your company has too many employees
 

Nano

Arcane
Patron
Joined
Mar 6, 2016
Messages
4,817
Grab the Codex by the pussy Strap Yourselves In Enjoy the Revolution! Another revolution around the sun that is.
Mitsoda and Sheldon Pacotti were pure narrative designers on Bloodlines and DX, except they came from a time where the title didn't exist yet. Are you saying these games were worse for having those two work on them?
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,737
Mitsoda and Sheldon Pacotti were pure narrative designers on Bloodlines and DX, except they came from a time where the title didn't exist yet. Are you saying these games were worse for having those two work on them?
No, I'm merely pointing out that if you have 3+ people working for 4+ years on writing quests for your AA RPG and they aren't done yet, their productivity was very low.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Mitsoda and Sheldon Pacotti were pure narrative designers on Bloodlines and DX, except they came from a time where the title didn't exist yet. Are you saying these games were worse for having those two work on them?
No, I'm merely pointing out that if you have 3+ people working for 4+ years on writing quests for your AA RPG and they aren't done yet, their productivity was very low.
management meddling could just as easily be responsible for that due to changing visions for the story
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
10,098
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Mitsoda and Sheldon Pacotti were pure narrative designers on Bloodlines and DX, except they came from a time where the title didn't exist yet. Are you saying these games were worse for having those two work on them?
No, I'm merely pointing out that if you have 3+ people working for 4+ years on writing quests for your AA RPG and they aren't done yet, their productivity was very low.
management meddling could just as easily be responsible for that due to changing visions for the story
Indeed.
Writers having to re-write anything from small parts to... well, everything... due to no fault of their own is not unusual.

It also depends on how the team works.
Some go story-first and then try and design the game around that (IMO this happens more rarely, but it does happen).
Others design other elements of the game first (can be anything from core systems to unspecific level ideas) and then the writers have to work with that.
I think the approaches here are as varied as how bands come up with lyrics to their songs.

In any case, game development is highly iterative. Almost nothing that was ever "finished" stays that way for very long, the earlier it was "finished" the more likely it is to change.
Until the release button is pressed.
 

Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
17,656
Location
Stealth Orbital Nuke Control Centre
Mitsoda and Sheldon Pacotti were pure narrative designers on Bloodlines and DX, except they came from a time where the title didn't exist yet. Are you saying these games were worse for having those two work on them?
No, I'm merely pointing out that if you have 3+ people working for 4+ years on writing quests for your AA RPG and they aren't done yet, their productivity was very low.
management meddling could just as easily be responsible for that due to changing visions for the story
Indeed.
Writers having to re-write anything from small parts to... well, everything... due to no fault of their own is not unusual.

The writers that have pronouns on their twatter? Probably it IS fault of their own.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,531
Location
Russia atchoum!
not marxist - fascist
Because Hitler and Mussolini were all about the rights of women, non-whites, trannies, fags, pedophiles, atheists and all the other scum, and apparently bashing the fash in Copenhagen.

Sure.

It's not me that is confusing words, it's you. Gramsci is the one that came up with the idea of cultural hegemony as a necessity for the continued existence of a (Cultural) Marxist world-order.

It's not about that dumbass, but about nature of movement, approach. Your mind is so strangled you can't get out of the framework of imposed discourse.
Rigths lol - this all piss and shit. Eternally in th prison of calculations which rigths are and colour of the butt of new fascists.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,531
Location
Russia atchoum!
I5sFgGX.png

Looking at thi s pic I realized I want to play as Gayver from classic anime. Yeah...
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
17,372
Location
Dutchland
Looking at thi s pic I realized I want to play as Gayver from classic anime. Yeah...
If you want to play as a Guyver you'll have to pick up Deviant: The Renegades. Hunter: The Vigil is for when you want to play the cast of It's Always Sunny who implant totally not Donald Trump with bits harvested from monsters to give him a massive erection, or if you want to play as a support group attended by vampires and Raoul Duke:

comxkBO.png
 

Sarkile

Magister
Patron
Joined
Aug 13, 2003
Messages
1,494
Looking at thi s pic I realized I want to play as Gayver from classic anime. Yeah...
If you want to play as a Guyver you'll have to pick up Deviant: The Renegades. Hunter: The Vigil is for when you want to play the cast of It's Always Sunny who implant totally not Donald Trump with bits harvested from monsters to give him a massive erection, or if you want to play as a support group attended by vampires and Raoul Duke:

comxkBO.png
CthuluTech has a direct analogue to The Guyver, IIRC.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,716
Pathfinder: Wrath
Last edited:
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,285
Location
大同

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom