It seems like it would be pretty different than writing a book--larger group of people working together, branching plots/actions to worry about, technical limitations, etc...
So what is the process like for creating new characters and stories? Do you start out with specific themes you want to explore and then work out the characters from there? Do you start with a general plot, and then fill in the characters? How does a large group of people agree on who the characters are? Additionally, how difficult is it to write collaboritively?
How does Bioware come up with new characters and plots? What's the process?
Débuté par
JustifiablyDefenestrated
, oct. 04 2012 09:11
#1
Posté 04 octobre 2012 - 09:11
#2
Posté 04 octobre 2012 - 09:28
I believe David has previously said they look at the big picture. What kind of story they want to tell, and what kind of characters they need to tie into the conflicts.
For instance it's difficult to sympathise with blood mages if your dealing with them mostly leads to you putting your sword's pointy end in their vitals, hence Merrill exists. Alistair introduces us to the Chantry and its templars, portraying a surprisingly three-dimensional image of them instead of showing us the propaganda the common person in the setting knows.
But magic can also do horrible things, which is why Fenris exists to portray this - giving us information about the evil of mages at a societal, personal and even bodily level. Yet not all mages are evil and not all of them even desire a hasty way out of the Circles - that viewpoint creates Wynne.
Of course there's probably more to it than that. But the idea I remember is that characters drive you to care about the plots, since abstract plights you hear is happening to people you don't care about aren't going to touch you very easily. Put a face on the conflict and suddenly there's a hook for people to feel immersed in the game's narrative.
For instance it's difficult to sympathise with blood mages if your dealing with them mostly leads to you putting your sword's pointy end in their vitals, hence Merrill exists. Alistair introduces us to the Chantry and its templars, portraying a surprisingly three-dimensional image of them instead of showing us the propaganda the common person in the setting knows.
But magic can also do horrible things, which is why Fenris exists to portray this - giving us information about the evil of mages at a societal, personal and even bodily level. Yet not all mages are evil and not all of them even desire a hasty way out of the Circles - that viewpoint creates Wynne.
Of course there's probably more to it than that. But the idea I remember is that characters drive you to care about the plots, since abstract plights you hear is happening to people you don't care about aren't going to touch you very easily. Put a face on the conflict and suddenly there's a hook for people to feel immersed in the game's narrative.
#3
Posté 04 octobre 2012 - 10:41
I've always imagined it's a bit like a TV show, where there's a 'writer's room' where all the writers come together and hash out basics, and then once each path is decided the writers start the specifics of their portions: the crit path, individual character story arcs and content, etc.
Would be an interesting thing to get more insight to, I love hearing/watching about this kind of stuff.
Would be an interesting thing to get more insight to, I love hearing/watching about this kind of stuff.





Retour en haut






