Writing plots for first-person shooters
Back lots of years ago, you had Doom. Zero story. Move from room to room and shoot things. Then came Quake. Sort of a story, nothing to brag about. Quake begat Half-Life. Quite a story! And it apparently continues into subsequent releases. The Half-Life spin-offs, Code Blue and whatever the Marine one was, didn't have much in the way of story as they presupposed that you were familiar with it from HL.
Here, an extensive interview with a script writer for a FPS game company! The Slashdot thread has some interesting comments, including something that I probably will steal if I ever run a SF RPG campaign.
http://www.bit-tech.net/gaming/2007/07/23/writing_for_the_lcd__fps_games/1
http://games.slashdot.org/article.pl?sid=07/07/24/1319256
Here, an extensive interview with a script writer for a FPS game company! The Slashdot thread has some interesting comments, including something that I probably will steal if I ever run a SF RPG campaign.
http://www.bit-tech.net/gaming/2007/07/23/writing_for_the_lcd__fps_games/1
http://games.slashdot.org/article.pl?sid=07/07/24/1319256
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A 10-hour game for $60 would be massively overpriced. I would be pissed at it as well for giving me only ten hours. (Now, if that were "10 hours if you barrel straight through and ignore the many hours that can be spent on easily-accessible backstory and sidequests that will enhance your experience", then I might be a little more forgiving. At the same time, paying $60 for something that isn't entertaining or very intensive but drags on forever, well, that's no good, either.
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I just think that it would be better to have all the material there, so that the subtle details get worked out right - knowing why you're going out and killing everything in your path changes things.
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Maybe the aphorism is "tell, don't show." Dunno. Just woke up. Maybe it's "a picture's worth a thousand words, and vice-versa."
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