Good Writing ‘Essential,” BioWare Lead Designer Says
It’s a deliberate that’s raged for more than a decade now — how important is story in a video game? Now BioWare distilled that examination even further, with Dragon Age: Origins lead designer Mike Laidlaw by-word that good writing is “essential” (via Destructoid).
“I think good instrument is honestly essential, because as we see the technology curve set out to slow down, we’re kind of past that exponential brace-year gain that we used to have … we’re wrestling more with the uncanny valley than the number of pixels. I contrive a good story is what makes [a game] linger,” Laidlaw declared.
“So in terms of how important it is I’d allege it’s vital, and I think where certainly there’s been huge successes are games that embrace the understanding that ultimately the playing for money medium is defined by interactivity and reactivity, as opposed to relation. A game that forces me down a single path and has in ~ degree options or any sense that I’m actually affecting the creation leaves me a little bit colder than a game that as a matter of fact has some sort of interaction.”
Laidlaw praised Splinter Cell> in that regard, avocation Sam Fisher a “cool, strong character” who does stuff no person else can do. The player, he said, has to “adopt some of that coolness” when moving Fisher toward his objective.
“The account itself can be linear, yet I’m still immersed in the gameplay,” he declared.
No surprise that BioWare would put an emphasis on writing in video games, allowing for that it’s considered one of their greatest strengths, but by what means important is it to you? Can you ignore terrible writing admitting that the gameplay is great?
This entry was posted on Wednesday, September 9th, 2009 at 13:53 and is filed under News. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
