Game Writing
Ongoing coverage on Game Writing.
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If you need proof The Witcher 3's new expansion is in safe hands, its lead writer literally wrote her thesis on Hearts of Stone: 'To probably prove to some of my professors that games are worthy'
Paula Mejsner, lead writer for The Witcher: Songs of the Past, previously wrote her bachelor's thesis on The Witcher 3: Hearts of Stone, analyzing its literary depth. She expresses pride and calls working on the Witcher franchise a dream come true, highlighting the rich literary references within the games.
There’s one very important thing missing from GTA 6 - Reader's Feature
A reader's feature argues that Grand Theft Auto 6, despite its impressive graphics and vast world, is missing a crucial element: humor. The author feels that the dialogue and character interactions shown so far lack the wit and personality that defined previous Rockstar titles like Grand Theft Auto 5 and Red Dead Redemption 2, potentially making the game boring.
A behind-closed-doors demo of The Witcher 3: Songs of the Past has been a great reminder: CDPR's writing is some of gaming's very best
A preview of The Witcher 3: Songs of the Past, an upcoming expansion releasing 11 years after the base game, highlights CD Projekt Red's exceptional writing and quest design. The demo showcased a seamless continuation of Geralt's story and intricate narrative choices that echo the quality of the original game's acclaimed expansions.
Silent Hill f’s Writers Were “Pressured” to Read 100 to 200 Books a Year, Says Producer
Producer Motoi Okamoto revealed that the writers for Silent Hill f were encouraged to read between 100 to 200 books annually to enhance the game's narrative. This extensive reading, including works by writer Ryukishi07, was considered essential for understanding his style and respecting his contributions. The game is available on PC, PlayStation 5, and Xbox Series X/S.
007 First Light's secret best character was a perfect way for IO Interactive to celebrate British writing and "restrained emotion"
IO Interactive's main writer Michael Vogt discusses the character of John Greenway in 007 First Light, highlighting how the mentor figure embodies British writing and restrained emotion. Vogt also touches on the narrative challenges of incorporating killer robots and the initial vision for the game as a more ensemble-focused experience.
The art of game writing in 'non-narrative' games
Veteran game writer Emma Kidwell and narrative designer Harrison Pink discuss the role of writing and narrative design in games that are not primarily story-driven, such as strategy or multiplayer titles. They explore how even simple narrative elements can complement complex gameplay systems and enhance player experience.
"They let me!": Baldur's Gate 3 writer couldn't believe the nonsense Larian allowed in flavor text
Baldur's Gate 3 writer Jack Fields shared amusing anecdotes about the creative freedom Larian Studios allowed in the game's flavor text, highlighting humorous item descriptions and notes. The article praises the game's writing, with Fields expressing disbelief at the 'nonsense' he was permitted to include, such as the description for the Horns of the Berserker.
Assassin's Creed: Black Flag lead writer "wrote 2 new scenes" for Resynced, and "one of them is now…
Darby McDevitt, the lead scriptwriter for Assassin's Creed 4: Black Flag, has revealed he wrote two new scenes and amended one existing scene for the upcoming remake, Assassin's Creed: Black Flag Resynced. The rebuilt game is set to be released in July.
"Suck my toes, my darling" - Inkle's book of essays by game writers reveals the secrets behind the worlds we play in
Inkle has published "The Game Narrative Kaleidoscope," a collection of over 100 essays by game writers and narrative designers covering various aspects of the craft. The book features contributions from notable figures like Jordan Mechner and Rhianna Pratchett, offering insights into creating compelling game worlds and narratives. It is structured to be read non-linearly, with essays exploring themes such as player choice, narrative tension, and the challenges faced by creators in the industry.
Half-Life 2 Writer Says Valve Is Quietly Testing Generative AI for Game Writing
Valve is exploring the use of generative AI in game development, with a small group of developers experimenting with the technology. Writer Erik Wolpaw stated that AI is currently not adept at creative writing but could potentially enhance dynamic NPC interactions in games. The company's approach is described as informal and exploratory, focusing on understanding the technology's capabilities rather than immediate integration.
Half-Life 2 Writer Says Valve Is Quietly Testing Generative AI for Game Writing
Valve is reportedly exploring the use of generative AI in game development, with veteran writer Erik Wolpaw confirming that a small group is experimenting with the technology. Wolpaw believes AI is currently not capable of creative writing but could potentially enhance dynamic NPC interactions in games. The company's approach is described as informal and exploratory, focusing on understanding the technology's possibilities rather than immediate integration.
Valve Is Experimenting With GenAI To Help With Situational Dialogue, Half-Life 2 Writer Says
Valve is experimenting with generative AI for situational dialogue in games, according to writer Erik Wolpaw. While acknowledging AI's current limitations in creative writing, Wolpaw believes it could assist in generating character reactions based on in-game events. This exploration comes amid broader industry discussions and controversies surrounding AI in game development, including its use in art and potential impact on jobs.
Dispatch developer AdHoc says don't confuse your plot for narrative
AdHoc creative directors Nick Herman and Dennis Lenard argued that 'narrative' in video games should be defined by strong writing and dialogue, not just plot. They emphasized the importance of memorable characters and moment-to-moment exchanges, advocating for rigorous script playtesting to ensure player resonance.
Portal writer Erik Wolpaw is "not worried about AI taking over creative writing," but it could be the straight-faced foil to GTA's chaos
Portal writer Erik Wolpaw is exploring the use of generative AI for NPC reactions at Valve, though he finds the technology "scary." He is not concerned about AI replacing creative writers but sees potential for it to serve as a foil to chaotic game elements like those in Grand Theft Auto.
Half-Life 2 writer says Valve devs have "been looking" at gen AI for help with video game writing: "It's the one place where I feel like AI is worth investigating"
Valve writer Erik Wolpaw stated that a small group within the company has been exploring generative AI for potential applications in game writing. While acknowledging its limitations in creative tasks, Wolpaw believes AI could be a valuable tool for simulating real-time character reactions and NPC dialogue, deeming it the most promising area for AI investigation in game development.
Shadowheart and Lae'zel's Baldur's Gate 3 romance came naturally because their writers realised they 'were writing the same story from different directions'
The writers for Shadowheart and Lae'zel in Baldur's Gate 3 found their characters' romance developed naturally due to parallel storytelling approaches. Early access feedback helped refine Lae'zel's characterization, making her more approachable for players.
Everything starts sounding simpler”: Dragon Quest creator on translating Japanese into English
Dragon Quest creator Yuji Horii and Paranormasight director Takanari Ishiyama discussed the challenges of localizing Japanese games into English. They highlighted how nuances in Japanese pronouns and speech can be lost in translation, leading to simpler dialogue in English. Voice acting is seen as a way to partially mitigate this loss of flavor.
"The Flavour Tends To Get Lost" - Dragon Quest's Yuji Horii On English Translations
Dragon Quest creator Yuji Horii and PARANORMASIGHT director Takanari Ishiyama discussed the challenges of localizing games into English. Horii noted that the nuances and 'flavor' of the original Japanese text often get lost in translation, resulting in a more simplistic feel in English due to fundamental language differences.
Clair Obscur writer shares production advice that could improve your game's story
Jennifer Svedberg-Yen, writer for Sandfall Interactive's Clair Obscur: Expedition 33, shared production advice emphasizing understanding audience communication preferences. She highlighted the importance of tailoring information delivery to individual team members, citing examples of how art director Nicholas Maxson-Francomb preferred keywords while environment artists needed more detailed suggestions.