I thought the limiting factor behind the amount of dialogue and such in a game was that writing is hard, and there are a limited number of writers with a limited amount of time to do it in. Yet it sounds like BioWare artificially limits the amount of 'writing' done, even if a writer is willing and able to provide more content.
Is there a technical reason for this that I don't know about?
From Gaiders blog: http://dgaider.tumbl...creating-quests
"You’ll also have to work with a budget— the bane of any writer’s existence, let me tell you. There’s a time budget (“how long is this quest supposed to be?”) which means you’ll be working with the pod to approximate how long every step is expected to take. More importantly for you, you’ll have a word budget (as in the # of words of spoken dialogue you can have). The total word budget of the project has already been chopped up and you know how much of it is yours… so you have to figure out how much talking there is in each section. Is this idea going to be complicated to explain? Maybe it’s better to show instead. Is this conversation going to be really long and drag down the pace of the plot? Is it a show piece with lots of cinematic work expected?"
Modifié par David7204, 03 décembre 2012 - 02:24 .





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