Look, I’m gonna be real with you, the pool of writers who are exceptionally good at specifically writing for games is really damn small.
Everyone is trained on novels and movies, and so many games try to hamfist in a three-act arc because they haven’t figured out that this is an entirely different medium and needs its own set of rules for how art plays out.
Traditional filmmaking ideas includes stuff like the direction a character is moving on the screen impacting what the scene “means.” Stuff like that is basically impossible to cultivate in, say, a first or third-person game where you can’t be sure what direction characters will be seen moving. Thus, games need their own narrative rules.
I think the first person to really crack those rules was Yoko Taro, that guy knows how to write for a game specifically.
Look, I’m gonna be real with you, the pool of writers who are exceptionally good at specifically writing for games is really damn small.
Everyone is trained on novels and movies, and so many games try to hamfist in a three-act arc because they haven’t figured out that this is an entirely different medium and needs its own set of rules for how art plays out.
Traditional filmmaking ideas includes stuff like the direction a character is moving on the screen impacting what the scene “means.” Stuff like that is basically impossible to cultivate in, say, a first or third-person game where you can’t be sure what direction characters will be seen moving. Thus, games need their own narrative rules.
I think the first person to really crack those rules was Yoko Taro, that guy knows how to write for a game specifically.
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