centauri2002 wrote...
I'm not entirely sure how you see a story in terms of a game. For me, a story must be there before the gameplay ever comes into existence. You can have an idea what kind of features you want in a game but everything should work off of the story itself. So you feel like you're playing the story.
As such, the gameplay should be adapted to the story and not the other way around. So, in essence, those in charge of combat and gameplay features should really enjoy the story, not the other way around. If you try to do it in reverse, that's when you start getting shoddy writing and huge plotholes.
I would say that you have described an ideal situation in which writers would be so good and creative that they would be able to come up with story, that would give designers a lot of room for gameplay ideas without necessity to change it retrospectively in the slightest...
However, I am not sure it is that simple... There might be many situations from game's engine not being able to handle some features which were emphasized in the script, through game designers coming up with new ideas which could dramatically improve the existing game, to producers changing the direction of the game; in which the writers would have to alter their work accordingly.
In order to do so efficiently though, they would need to communicate with the rest of the team and have a good idea about the current state of the game (which of their ideas have been implemented in the game, which haven't and what are the limits of game's technology, so that they won't come up with something that technology could not handle again). And for that, knowing, understanding and enjoying the rest of team's work would be very useful.
Modifié par Varen Spectre, 27 septembre 2011 - 11:14 .




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