Toastyblue2 wrote...
Reflection Muse wrote...
Evilnor wrote...
Besides that, she's probably touched that we like her character so much but at the same time creeped out by how we show our affection . . . probably thinks we're all rabid fangirls writing baseless fanfics and drawing pictures about things Anders would never do, unicorns, rainbows, snogging Fenris, Varric, Bianca, etc. . . . *cough* The list goes on. Well, at least things she wouldn't get paid to write him doing.
Haha! Well I think most artists, writers or otherwise, are thrilled when their creations evoke inspiration in others, even if the creations are sometimes not what they themselves would create. Inspiring others is always very rewarding. Who knows, maybe she's a closet Fenders fan, too. 
I ain't gonna lie. Hepler has my dream job.
About five years ago, I had the chance to participate in a Q&A with a female video game developer...I forget for which company, but I asked her if there were any jobs specifically for writers who had a passion for video games in the industry. She basically said that no, if I was looking to work in the industry I'd have to look at it the other way around, to start first as a developer of code before I could get my hands on any script writing.
Nowadays, fans are very savvy, and rpg fans demand rpgs that feel like living, breathing, playable books. I'm glad to see that Bioware is using separate writers for each character, so that their "voices" sound unique in the physical script before they even get voiced.
Anyway. Cool story, me.
*back on topic* Anders is the bombsauce.
Oh dear, I just made a pun with my own euphamism.
Going back to this: whoever told you there are no entry-level writing jobs in the game industry is mistaken. Entry level writing jobs are few and far between, so you need a significant amount of hustle, but they're out there. Also, I got into the game industry less than a decade ago without knowing how to rub two pieces of python together. There are ways in that anyone can do, as long as they're clever and quick to learn.
I was in the game industry for over five years. There are many full-time writers, you can get into writing at entry level. They are not exceptionally well-paid, starting salary for a writer might be as low as 20k, 28-30 is more reasonable for a starter, 40-45 is a "decent" wage for someone with a few years of experience in the industry. Someone who is considered very experienced or really good can make significantly more, but I don't know as many details once you get to people with more than 3-7 years of experience. Also: these numbers are guesses and estimates based on scuttlebutt and gossip. Void where prohibited, your mileage may vary. Or you might get contract work, which will probably pay like crap. Still it's a start. Community work (forum moderation, website posts, marketing) is also an interesting way to end up writing for the game industry, though it's not a direct path to scriptwriting.
How do you do this? Get together a portfolio. Write some scripts. Get a book or two on game writing. Put up a website with all your stuff. Haunt the #gamejobs hashtag on Twitter, gamasutra, all those kinds of sites. There are probably a bunch more places I can't think of right now. If you have copy-editing skills (or general editing skills) that's also incredibly useful. If you can design websites and work with multiple website content managment systems, even better. Some smaller companies have someone who does every word-related thing that needs doing: blogs, managing their website, writing marketing copy, writing dialogue for the game.
Now, I got in the hard way: customer service. Yeah, I was one of those in-game GM-types for an old creaky MMO, long long ago. Put in a few years in the trenches, got my ticket up to development and writing, and the rest is history. CS and Quality Assurance are tried and true paths, but you have to be careful: some companies recruit heavily from those departments, others consider them disposable unskilled labor, waiting to be burned out and replaced by the newest fresh kid who wants a shot. Sometimes you can't tell which is which until you're there.
If you can actually learn to
design (design, not code, they can be different) you increase your hireability and earning potential a great deal. How to do this? One way is to make a few Neverwinter Nights modules. This will also help the next time Bioware is hiring... they request applications accompanied by NWN-module formatted writing samples. Bioware has stated explicitly before that they do not require game development experience, and that submissions with exceptional writing quality will be considered regardless of your experience. To my knowledge this hasn't changed. There was a writing opening on SWtOR less than a month ago. Beyond that, play around with any game that comes with content creation tools.
If you're just interested in the wriitng aspect, make a NWN module that is almost entirely dialogue. Use your OWN characters, not existing BW characters. Have a bunch of characters with different voices to interact with, and a short, sweet story. If you're interested in learning to actually design, Make yourself a full NWN module, with complex scripting, combat, all that stuff. Ideally, do a few of each, and get feedback from friends and strangers. Your final sample should be a tight 15-20 minute thing, based on recent Bioware job postings.
Here's the thing about writing in the game industry: you have to be willing to write anything at first. I met a guy who was a writer for DS games, so he was writing combat barks for penguins and cutscenes for curious puppies. But he was a full time industry professional, with dozens of launch titles. If you're going to do contract work, you're going to have to have a considerable amount of hustle - grabbing enough work to be a full-time video game contract writer is a real challenge.
And to get this back on topic: one of the craziest things about being a writer for games is that you end writing someone else's characters from time to time. Yes, I love Helpler's Anders, but I also loved Gaider's Anders, and Hepler's version is built upon Gaider's foundation. If we didn't have all the history nuggets - the solitary, the escape attempts, the kitten - he wouldn't be the same Anders. I find collaboratively written characters fascinating, and while I really appreciate Bioware's decision to give each character their own writer and keep that writer as consistent as possible, it's interesting to think about the fact that most of our favorite TV and movie characters are collaboratively written. I think some of Anders' unique depth comes from being written by more than one person.
Modifié par CulturalGeekGirl, 09 juillet 2011 - 02:44 .