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Good writing: What does it look like in games - April 2023 podcast 

DigitallyDownloaded
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Writing is such a critical tool for storytelling. That goes without saying, but so often with video games it seems like an afterthought.
So in this month's podcast, we talk about what good writing looks like in games and celebrate some (but not all - we didn't have hours!) of the great examples out there.
Don't forget to check out the full 2-hour podcast show here: www.digitallydownloaded.net/2...
Let us know your own examples of great writing in games!
#Podcast #gameswriting #videogames

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3 апр 2023

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Комментарии : 7   
@Mrs_Puffington
@Mrs_Puffington Год назад
I feel that, in the movies for example, writing is often very close to directing. Meaning, if you have a clear vision for a movie (and got some communication skills as well as a bit of technical know-how) you can probably direct it. In games though, I rarely see the design of a game mingle with the writing in the same way as say, a Mad Max: Fury Road does. In this movie, the writing WAS the design. Pretty much every "written-and-directed-by- movie" falls into the category of an inseparable process of writing and directing: The one flows into the other. When I think about games that do something similar, I think Bloodborne or (as you mentioned) the Nier games. Also, experimental ones come to mind like "Everything" or "Fight Crab". But I still feel there's a lot of potential in finding new ways to craft a game - to toy with the artistic process so it creates completely unique experiences. I think about writing in games along those lines because I was challenged about my view on gaming by the late Roger Ebert, who famously stated that video-games are not art. I don't agree with this statement, but I did find his arguing interesting when he said that video-games ultimately resort to telling their stories through different forms of art: When they show the player a cutscene or lengthy dialogue boxes full of text, the game basically turns into a movie or book for the time being until gameplay, and therefore the actual game (as he understood it) can start again. PS: People who skip cutscenes disturb me so much as well XD One of them is a friend of mine. He's nice and all, but something's clearly wrong. I hope he changes his ways one day.
@DigitallyDownloaded
@DigitallyDownloaded Год назад
This is such a good point. I am so glad that you've found us, because you add so much to the discussion, haha. I'll have to convince you to start commenting on the site too :-). I'm so glad you mentioned Fight Crab in particular. No one else believes me when I say it is a masterpiece of surrealist narrative. Have you played Ace of Seafood too? Same developer. Same absolute genius. I love subversive games like this (actual subversion, not "subversion" in the sense of boobs and blood. Though I like that plenty too).
@Mrs_Puffington
@Mrs_Puffington Год назад
@@DigitallyDownloaded Thank you. I'm glad you like my thoughts :) I'll check out Ace of Seafood, and the comment section of the website of course.
@Solidnypan
@Solidnypan Год назад
I bet Kazushige Nojima wrote the laughing scene in FFX
@DigitallyDownloaded
@DigitallyDownloaded Год назад
Oh lol, imagine if that was true and then Square Enix was like "do that, but a whole game" and that's how we basically got FFVII Remake and Stranger of Paradise. It would all make sense then.
@Solidnypan
@Solidnypan Год назад
Can you point me to a good analysis of narrative design in Platinum Games? Because I never could get into them - actually, hated storytelling aspect in Bayonetta and Vanquish, even though I finished them both. I feel like I'm missing a lot of context here.
@DigitallyDownloaded
@DigitallyDownloaded Год назад
That's a good question. To be honest I can't think of an answer off the top of my head. I can't even remember if *I've* written anything art analysis on Bayonetta's narrative. I feel like this is something I should remedy now that you mention it. I do think that Platinum's storytelling style isn't for everyone, though. I don't think you're missing context so much as being outside of the very narrow audience that click with their stories.
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