Video
game writers often have educational backgrounds in writing, with a degree in English or journalism.
Video
game writers often have an educational background in English, as well as experience in graphic or storyboard design.
Not exact matches
Walt Williams (lead
writer of Spec Ops: The Line) stresses that the value of writing to a
game often lives or dies based on that background: «It's only truly important if the creative director identifies as a
writer.
Far Cry Primal — Promotional screenshot (Ubisoft) Jason Schreier, a
writer at Kotaku — a site known for
often getting wind of leaks ahead of any other publication — indicated that there is no reason to assume the next Far Cry
game will be a Western, simply that it will take place in Montana.
Garnering enough momentum and five - star reviews is very
often a
game of chance, and the conditions that a self - published
writer needs to fulfil on any given day to become an Internet phenomenon are as difficult to predict as the Melbourne weather.
We honor great movie directors and
writers, but seem to more
often forget to honor the developers who make the
games we love even though the creative process is just as, if not more complicated and specific than film.
There's some room to flex your brain matter because the
writers quite
often enjoy throwing some moral quandaries into the mix or force you to recall details or things that others have said, once again bringing a sense of realism into the
game.
There's a call of inclusivity and diversity within
games industry, and there are many
writers who are seeing to that; but how
often do you see a studio tackle the story of a character overcoming that persecution, rather than just existing in a world where that persecution is absent?
Game plots didn't make sense, partially because writers were trying to be original, partially because the stories were written by game programmers or marketers instead of actual writers, and often because something was changed or lost in translat
Game plots didn't make sense, partially because
writers were trying to be original, partially because the stories were written by
game programmers or marketers instead of actual writers, and often because something was changed or lost in translat
game programmers or marketers instead of actual
writers, and
often because something was changed or lost in translation.
Level design seems to take a low priority in general for
games criticism, especially for RPGs; it isn't the only thing to talk about, obviously, and the script
often rightly takes priority in many
writers» minds.
I always find it a bit disappointing when
game writers and developers feel they have to tie up all the threads at the end of a
game, it's
often clumsy and unnecessary.
Writers are
often employed at earlier stages of projects to help shape the overall
game and story design rather than being parachuted in at the last minute to fix pre-existing text,» says Ryalls.
Game studios
often say «design first, writing second,» but in practice this means that the story is clumsily filled in by a
writer or two (
often to excessive length) around design sections already conceived, creating a disjointed mess, instead of the whole design being aimed at telling a story.
Writer Shamus Young details how
games face these issues and more: how companies that make graphics cards don't
often document the changes to drivers they make for popular
games, how the licensing for music gets very complicated as time moves on, how both consoles and operating systems are locked down to prevent backwards compatibility.
Game projects will
often use
writers and narrative designers towards the end of a project but the role can do so much more.