Gamasutra’s Top 20 Game Writers

4 03 2009

On February 20th Gamastura posted a list of gaming’s Top 20 Writers in recent times. The article was well received and six days later Gamasutra posted the audience response.

First of all, this is a huge and notable step forward. The writing niche in games isn’t nearly as big as others, such as programming and design, despite its important. I am not, however, trying to preach that story is the most important thing in a game. I think, in fact, it is not. If applied incorrectly, it can even hinder the game’s flow. Developing games is about creating and experience, not about summing up different parts and hoping they’ll form a nice result. If the story isn’t contextual to the interactive experience, it beats the point. If, however, it relates to the gameplay offered and enhances its potential, then its purpose has been fulfilled.

Storytelling is essential to the experience, but that also involves knowing when to stand down. Make your stand at the appropriate moment and context, however, and you’ll follow the example of games that wouldn’t have ever achieved the cult status they have today, were it not for their narrative. Yes, games such as Portal, Grand Theft Auto IV, God of War, Braid, and Call of Duty 4 wouldn’t have become so popular if they didn’t reveal GLaDOS’ instability, Niko’s immigration, Kratos’ wrath, time’s poetry, and the horrors of modern war, respectively.

Therefore, I’d like to pay my respects to all the writers mentioned, as well as those who weren’t. Industry notables or not, the act of writing and telling stories is most likely a passion that drives us and to be able to live and attain success through it is the dream of many. A lot of motivation in one’s career comes through the advice and knowledge shared by the experts. In that sense, I am thankful and encourage more comments through writing peers and professionals like Susan O’Connor, Drew Karpyshyn, Tom Abernathy, Andrew Walsh and Rhianna Pratchett among others who participated.

Do yourself a favor and check out the Original Feature and the Audience Response.

What I’ve written is is merely a foreword. If, at all.

7th Serpent: Genesis

26 02 2009

Genesis is the second episode in the 7th Serpent series. A Max Payne 2 Mod, released in December 2008, that continues the  morbid not-so-distant future in which the massive Serpent Industries progresses with its newest versions of cloned nanotech-soldiers. You are the latest and most advanced version of these super “serpent” soldiers. As Vince Petero, the 7th serpent prototype, you have a mission to complete and targets to take out; even if you never were asked to take part in any of this.

Though I did not shape the backstory of the series, I had the honor of working as writer (and tester) for this cinematic action-packed mod. It was an awesome experience and one that I learned much from. Along with the whole team, I’d like to especially thank Diego “Aavenr” Jiménez and Clément “Corwin” Melendez for bringing me on board. I have to admit it was a lot of fun writing for the game, all the way from cutscenes to dialog, and going through the experience of understanding that writers need to adapt. The point wasn’t to realize my wildest RPG dreams through the script, but combine both gameplay and story elements through the nuances of spoken words as best as possible. Next to that, nothing beats the thrill and satisfaction of seeing your written dialog turning into voice acting.

Don’t waste anytime and be sure to have your share of explosions and slow motion flying bullets by playing 7th Serpent. You’ll need the Max Payne 2 original game and the mod file, but there’s no hassle. Make sure to play both episodes, you don’t want to miss out on the story (and the fun). Crossfire (episode 1) can be found here and Genesis (episode 2) here.

There are no facts, only interpretations.

Friedrich Nietzsche

A História de Doom 4

16 01 2009

ID Software pretende “desenvolver o potencial da narrativa” de Doom4 e confirma participação do roteirista Graham Joyce.

Doom certamente traz muitas lembranças. Joguei Doom, Doom2 e um pouco do Doom3, mas nunca me preocupei em saber mais além do fato de que um portal para o inferno foi aberto em uma base espacial.

A grande verdade é que a série é conhecida pela importância que suas duas primeiras versões representaram para gênero dos FPS (first person shooters).

O terceiro jogo foi cobiçado inicialmente pelo seu potencial gráfico e depois de lançado não foi nenhum destaque, exceto pelo fato de que um soldado não consegue segurar uma lanterna e uma pistola ao mesmo tempo.

A série até contou com uma versão cinematográfica em que The Rock estrelava, mas o ponto alto foi quando a câmera foi apresentou o ponto de vista em primeira pessoa, tal qual no jogo.

Tenho nada contra o Joyce. Ele nunca escreveu para jogos, mas lançou romances de sucesso. Não conheço, não tenho como opinar e acho válido o risco.

A questão é…alguém tem alguma expectativa de melhora?

Fonte: IGN

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