Interview, Day to Day If videogames can be art, how should we study those games which are artistic? There are games, like Tetris that are not intended to be art in the usual sense, and they can be studied simply as games, focusing on what game design ideas and programming mechanics make them entertaining.
Posted by Jason W. We focus on each specific job in the video game industry by interviewing an expert in the field. Learn what they do, how they got started, and whether it's a good job for you.
That should give you a hint about how Darby approaches his career: The best way to get good at something like writing for video games is to do it, and do it a lot. Darby talks with us today about how his passion for learning new things and taking on more responsibility got him into the game industry — and continues to open new doors.
Find game schools near you How would you describe what you do every day as a Video Game Writer?
My daily workload fluctuates wildly depending on what stage my project is in. In the early, conception phase of a new game I spend most of my time reading, researching, taking notes, and discussing my findings with the game- and mission-designers. In the production phase of the project, I am writing furiously while working with mission designers on a daily basis to make sure my ideas fuse perfectly with theirs.
I also work directly with the cinematics department, rehearsing with the actors and brainstorming with the directors — but this is fairly unique to the heavily narrative-driven franchise I write for.
In the later stages of production, I am furiously proofreading and playtesting to make sure my work is well represented.
How did you get your job as a Game Writer? I had a few lucky breaks which resulted in me getting a writing gig. In the early s, full time game writing gigs were somewhat uncommon. But when the opportunity presented itself, I had most of the prerequisites needed to convince people I could do the job.
For one, I was already a writer, with a few published short stories to my name. Three, I said yes to every writing task offered to me, and sought out others when I had free time.
It never hurts to ask for more responsibility. When we finally dive into production, I am passionate about writing dialog.
I love the sound, and feel, and scent of good writing, so I take great care to make every sentence a masterpiece. I also love working with actors to get my dialog off the page and into the atmosphere.
My background in theatre makes me especially appreciative of thespians.“Story in a game is like story in a porn movie: it’s expected to be there, but it’s not that important.” John Carmack, founder of ID Software and creator of Doom and Quake, said that back. Former Wired Magazine “Angry Nerd” Chris Baker has plenty to say on the subject of how a video game narrative can help players experience a different America, evidenced by this video he recently created for COG’s game and literature review series.
Firewatch (Campo Santo, ) is video game narrative whose experience is something rarely achieved in video game fiction. It begins in the form of a classic text-adventure to then move into the realms of modern versions of the genre.
LUDOLOGY MEETS NARRATOLOGY: Similitude and differences between (video)games and narrative. By Gonzalo Frasca. timberdesignmag.com Finnish version originally published in Parnasso#3, Helsinki, In the book Professional Techniques for Video Game Writing, Jay Posey explains the role of narrative designer quite well by saying the following: "[ ] if narrative is 'the story the game tells' Narrative Design is the creation of that story and the design of the mechanics through which the story is told.
Telltale Games will bring the Upside Down to a game console near you with a Stranger Things video timberdesignmag.comx’s nostalgia-laced hit has already inspired books, board games and more, and now.