~/talk

Writing for Games - A Backstory

Talkat Konsoll 2013 · 2013-10-03..10-04· [game-development]
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Practical rundown: games need a deep bible creation and style guide to keep thousands of assets and 200+ developers consistent; MMOs demand massive output (six and a half years on one project, “millions of words”) and woolly scripting so any play order still reads; cinematic vignettes are used as story missions rather than quest text (Secret World) to show, not tell; single‑player work focuses on puzzle integration and tight voice work—examples include a silent player choice strategy versus voiced protagonists and experiments in player voice choice and branching that often don’t pay off.

AI-written summary · about

  1. 0:00Writing for games intro
  2. 1:49From Funcom to Red Thread
  3. 3:54What a game writer actually does
  4. 7:08Game world bible
  5. 10:00Designing game characters
  6. 13:09Technical writing in games
  7. 15:43Dialogue for video games
  8. 17:27Dialogue examples: The Secret World
  9. 25:37Dreamfall heartbreaking scene
  10. 33:53Writing for game genres
  11. 37:26Adapting to IPs
  12. 39:56Writing for your audience
  13. 40:20Q&A
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