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	<title>Comments on: Opt-in depth</title>
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	<description>A foray into narrative design</description>
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		<title>By: Eisaac</title>
		<link>http://playthroughline.com/2009/11/15/opt-in-depth/comment-page-1/#comment-78</link>
		<dc:creator>Eisaac</dc:creator>
		<pubDate>Wed, 02 Jun 2010 02:51:31 +0000</pubDate>
		<guid isPermaLink="false">http://jonas.ambientimpact.com/?p=29#comment-78</guid>
		<description>I&#039;ve had a &quot;story before design, design before story&quot; conversation several times with various designers.  One of the main issues at work in the game industry is the overwhelming dominance of technical design as a priority over narrative construction.

I remember I had a poignant conversation with the writer at Treyarch (Call of Duty: World at War), who was brow-beaten into writing filler plot to explain the events of the game.  Designers would say, &quot;Let&#039;s do a level on Okinawa!&quot; and he would have to figure out how to explain it.  That being said, I think he did a stellar job with what he was given.  The story is fairly compelling for the genre.

With Mirror&#039;s Edge, I think Pratchett dropped the ball a bit (possibly not her fault.)  One glaring point is the unexplained need to go rescue Faith&#039;s sister Kate twice in a row, and the unnecessary killing of Merc (imo).

Overall, I don&#039;t believe narrative design will be given due priority as a practice until game development as a process is simplified.  When we have a team of 40 designers versus 1, 2, or 4 writers--also taking into account the inevitable strong-willed personalities common in the industry--narrative would need a strong backing from the head of the studio to survive.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve had a &#8220;story before design, design before story&#8221; conversation several times with various designers.  One of the main issues at work in the game industry is the overwhelming dominance of technical design as a priority over narrative construction.</p>
<p>I remember I had a poignant conversation with the writer at Treyarch (Call of Duty: World at War), who was brow-beaten into writing filler plot to explain the events of the game.  Designers would say, &#8220;Let&#8217;s do a level on Okinawa!&#8221; and he would have to figure out how to explain it.  That being said, I think he did a stellar job with what he was given.  The story is fairly compelling for the genre.</p>
<p>With Mirror&#8217;s Edge, I think Pratchett dropped the ball a bit (possibly not her fault.)  One glaring point is the unexplained need to go rescue Faith&#8217;s sister Kate twice in a row, and the unnecessary killing of Merc (imo).</p>
<p>Overall, I don&#8217;t believe narrative design will be given due priority as a practice until game development as a process is simplified.  When we have a team of 40 designers versus 1, 2, or 4 writers&#8211;also taking into account the inevitable strong-willed personalities common in the industry&#8211;narrative would need a strong backing from the head of the studio to survive.</p>
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