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Tag Archives: writing for games
Growing up, two of my favorite things were books and video games. If you’d told me twenty years ago that I’d grow up to write both, I probably would have choked on my Mountain Dew.
But over the past few years, I’ve been doing exactly that. I’ve written the Recoletta series, a science fantasy trilogy published by Angry Robot, and I’ve worked as a narrative designer at Obsidian Entertainment for three and a half years now, writing for the Pillars of Eternity games and expansions.
The implementation, however, often differs, simply because the user experience between a linear, tightly-paced novel and an open-ended, exploration-heavy game differs. At the end of the day, the writer’s goal is always to draw her audience into a world and its story, and the best tools remain engaging characters and consistency between the big picture and the little details.
The second-most interesting thing about writing for video games is that odds are, the bulk of the writing that you’ll be doing will have very little to do with the “main” plot and its showier expressions. Yes, there is dialog … Continue reading