» Fri May 27, 2011 11:40 am
I've been thinking a lot about game writing, and writing in general lately. Seems to me that the flow of writing is very different. In game writing, you have to sort of use pseudo branching...give folks options that appear to be substantial, but in the end, all threads meet, sort of like air flowing around a ball. In traditional writing, the author makes the decisions. When my story character reaches a fork in the road, I, as the author, choose which fork to take. A game writer must provide the opportunity of choice.
If you take a peice of paper, and draw a vector (or flowchart) diagram of decision points for a game like Fallout, it won't take you very long to realize that each decision can increase, and an exponential rate, separate lines of story, which can't really be maintained for very long.
There's also style to consider. A game story is more like a screenplay, I think. I believe that a game should tell the story graphically, and only use traditional storytelling when required. A traditional author could spend several paragraphs painting a picture of a skeleton in a bathtub, pistol nearby, old bloodstain on the wall, and that description would still be less powerful then opening a door in game and seeing it.