Thread by Rhianna Pratchett šŗš¦š³ļøāšš³ļøāā§ļø: So, aš§µfrom someone who has an inkling of how these things come about, and for those who might be interested to know how to avoid it. This isnāt a narrative issue in the way it might appear. IMHO it's come about due to narrative/level design & object
- Tweet
- Jan 24, 2023
- #VideoGame
Tweet
So, aš§µfrom someone who has an inkling of how these things come about, and for those who might be interested to know how to avoid it. This isnāt a narrative issue in the way it might appear. IMHO it's come about due to narrative/level design & object placement misalignment. 1/16
This is not meant to serve as a critique of the game. I've not played it. But more a general look behind the scenes of development and how things like this can occur for those who are not already reliving their personal narrative traumas. 2/16
It's a basic hint line, and these are often considered mechanically and not narratively which is part of the problem. They are often written very early or very late. My guess is that the line was written without context ā so probably early. 3/16
In all likelihood the writer either didnāt know where exactly the bag would be in relation to the character or perhaps that context changed during development. Maybe the level hadnāt even been fully designed at the time. 4/16
I think itās highly unlikely that the writer wouldāve chosen to write that line knowing that the bag was right there at the characterās feet. If the bag was on high shelf, or someplace where it would take a bit of time/effort to get to, then the line wouldāve worked better. 5/16
Perhaps it initially was, but maybe during play-testing it wasnāt obvious to the player so the placement got changed, but the line didnāt. Maybe it was recorded late and there was no more time with the voice actor. 6/16
Potentially you couldāve kept the bag at the characterās feet if it had, say, broken and the money had spilled out meaning that it wouldāve taken time to gather it. Again the line would make more sense in that context. But weāre talking extra animation, extra expense. 7/16
As a writer, knowing the narrative context of a line is important. But in games we donāt always get to know it, or it changes, and no one thinks to update us. Happens a lot and has definitely done so in the games Iāve worked on. 8/16
Some may have heard me talking about Laraās first kill in TR2013 & her later reflection on it with Roth ā 2 scenes which were initially written with no other kills in between. And how adding lots of kills lessened the impact of what was meant to be a big character moment 9/16
It came about because the various dev teams had different (& understandable) goals. Narrative wanted the character moment, realising what youāre capable of & it shaking your sense of self. Mechanics wanted to get to the new gun-based gameplay now you'd finally got a gun. 10/16
And gameplay wanted to ramp up the tempo and put the player in a more active position. All understandable, but with a fundamental conflict. The good olā ludonarrative dissonance. The story was saying one thing and the gameplay was saying another. 11/16
Narrative fought it. We lost. Well, mostly lost ā they did reduce the number of kills. Because 9 times out of 10 when you see scenarios like this occurring there's a writer behind the scenes wringing their hands and mopping up their own blood. We saw it. We know. We tried. 12/16
And this is whatās happened here, albeit in a smaller way. The story is saying āFrey cares more about her cat than money.ā Sure. The cat is ALWAYS more important. But the gameplay is unintentionally saying āFrey is an idiot; she couldāve easily had both.ā 13/16
Itās not just āthe word bitsā which tell your game's story. Everything does. The level design, animation, gameplay, music etc. And everyone has to be singing from the same song-sheet otherwise narrative will swerve off in different directions. 14/16
Itās why I personally believe that an entire game team can benefits from learning more about storytelling ā not just narrative folks - because so much underpins the narrative. 15/16
So⦠yeah. This is just a roundabout way of me saying that it probably wasnāt the writerās fault. š 16/16
Recommended by
Recommendations from around the web and our community.
-
You might also be interested in
-
- Tweet
- Feb 28, 2023
-
- Video
- Feb 3, 2023
-
- Podcast episode
- Jan 18, 2023
-
-
- Podcast episode
- Nov 29, 2022
A great thread about the black box writers end up in more often than players want to realize. See also: context of dialogue in voice acting.