Author Topic: Best Analogy for Game Writing Ever  (Read 1033 times)

0 Members and 1 Guest are viewing this topic.

bluemax

  • Senior Member
Best Analogy for Game Writing Ever
« on: October 31, 2007, 09:27:22 PM »
Q: So what do you think is the hardest thing about writing for games?

A: At strip clubs, there’s a guy whose job is to talk between the strippers. He tries to do a good job and be entertaining and enthusiastic, but everybody’s just there for the nakedness. That’s a professional writer trick we call called an “analogy”. What I really mean is that game writers are the game equivalent of the guy who talks between the nude girls at strip clubs. Nobody cares about what that guy does, and anybody who does care is probably a little maladjusted. So I’d have to say the hardest part of being a game writer is learning all the writing tricks like “analogy”

http://www.rockpapershotgun.com/?p=518#more-518
NO

Mondain

  • no bias
  • Senior Member
Re: Best Analogy for Game Writing Ever
« Reply #1 on: November 01, 2007, 12:49:03 AM »
disagreed completely, quality game writing is very important

the sorts of situations that games create make for some very good opportunities for epic, meaningful replies, which are conveyed with much more efficiency and style through good text

i get irritated of a game's mechanics within a few hours in more than 90% of the cases, but never get tired of well-written dialogue; its presence in the product can make the difference and keep gamers from tossing the disc aside
« Last Edit: November 01, 2007, 01:05:35 AM by Mondain »

MrAngryFace

  • I have the most sensible car on The Bore
  • Senior Member
Re: Best Analogy for Game Writing Ever
« Reply #2 on: November 01, 2007, 11:10:32 AM »
Mondain think Xenosaga is quality stuff. lawlllz
o_0

TVC15

  • Laugh when you can, it’s cheap medicine -LB
  • Senior Member
Re: Best Analogy for Game Writing Ever
« Reply #3 on: November 01, 2007, 03:23:08 PM »
Yeah, but let's face it. Bioshock would have been a fraction of the fun without the dialogue and storyline.
I really can't agree with everything the article says, though some of it rings true.

I think he's right for the most part.  Games that lean heavily on quality writing are the exceptions to the rule.  They are few and far between, and I'm not even sure what the nearest one previous to Bioshock was.
serge

Howard Alan Treesong

  • キング・メタル・ドラゴン
  • Icon
Re: Best Analogy for Game Writing Ever
« Reply #4 on: November 01, 2007, 03:33:21 PM »
Yeah, but let's face it. Bioshock would have been a fraction of the fun without the dialogue and storyline.
I really can't agree with everything the article says, though some of it rings true.

I think he's right for the most part.  Games that lean heavily on quality writing are the exceptions to the rule.  They are few and far between, and I'm not even sure what the nearest one previous to Bioshock was.

Planescape?

ONCE A DECADE IS GOOD ENOUGH FOR ME!

Well, text adventures still mostly rely on good writing. :)
乱学者

Oblivion

  • Senior Member
Re: Best Analogy for Game Writing Ever
« Reply #5 on: November 01, 2007, 03:34:56 PM »
Yeah, but let's face it. Bioshock would have been a fraction of the fun without the dialogue and storyline.
I really can't agree with everything the article says, though some of it rings true.

I think he's right for the most part.  Games that lean heavily on quality writing are the exceptions to the rule.  They are few and far between, and I'm not even sure what the nearest one previous to Bioshock was.

Planetscape: Torment, I think?

edit: GODDAMN YOU PATEL WTF