Game developer subtly admits, “Our game writing was swill!”

Game writing in the original Gears of War is one of my pet peeves*, and I haven’t unloaded that gem yet. However, I’d like to quote a little news nugget I found in the February EGM. In a teaser about Gears of War 2 (Xbox 360), page 59, developer Epic Games is emphasizing the writing. The writing? […]

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Game design goofup: goodbye, Devil May Cry 3

Game design has changed from the Dark Ages of arcade development. Back when arcades ruled the roost, a game designer could assume a few things about his* audience. They were under 18. They were male. They were playing in a movie theatre lobby or arcade. And they were really freakin’ bored. The classic arcade audience […]

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Screenwriting: a ?!?! moment in Blade Trinity

A screenwriting thought: Blade Trinity puzzler Screenwriting isn’t game design (although a lot of game designers wish it were). Still, screenwriters are, like game writers, in the business of visual storytelling. Under that precept, I’d like to relate the following tale of woe. The other night I channelsurfed upon Blade Trinity. I’m as much a […]

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Game design case study: why can’t I stop playing Bard’s Tale?

Game writing trumps game design? My current crap-game obsession is inXile’s Bard’s Tale for the PS2. An ill-fated classic-game revival, BT has very little in common with its storied predecessor (which I also loved back in the days when I was too young to buy my own computer – can you say “floppy disk swapfest”?). […]

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game writers and gamers welcome

Game writers – specifically videogame writers – it’s here! The video game writer blog. Thoughts about the art and science of writing for games. War stories. Analysis of games, gameplay, and of course, game writing. Case studies of videogame writing and where it succeeds (Planetfall, God of War) — and fails, even in bestselling titles […]

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