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Project Veritas - Working title

Why a Game Writer is more important than the Programmer in a Team

Posted by , 01 February 2013 - - - - - - · 1,168 views

Want to be a writer? Forget it mate! You are better off learning to program, now that's a useful skill.

I love these words. They remind me of the time I hit my head against the wall repeatedly as a small child. Don't ask me why I was doing that by the way, I suspect I may have knocked the reason for doing so right out of my head.

I am a writer.

Writing is a very simple skill. Anyone can do it. The reality is though most people do not, nor ever will write well. Yes, you can learn to write with every word grammatically correct in its place and without any flaw. That skill doesn't make you a good writer.

If you have been reading previous entries of mine in the Journal you will have realised I tend to have creative titles. This is deliberate. I want people to read the Journal, I want people exposed so to speak. For the record, I don't truly believe that any role in a team making a game stands above any other role, each member serves a function and the synthesis of those functions is why everyone is there . But for those who came in to rage at me for such a blatantly evil title I say the following: Welcome Posted Image You have fallen prey to my deceitful devices and are now sitting down reading these words. Allow me to introduce myself.

I am a writer. A weaver of words to create realities out of falsehoods, a communicator of ideas, a spreader of disinformation and generally an annoying sod who is arrogant with his words but would like to occasionally inspire the imagination of others. My task is simple. I am writing the story to Project Veritas. Writing for a game is very different from writing a novel, short story or even this post right here in one major respect. You cannot write in a vacuum, every step of the way through the game's development you need to be around and involved. Rewrites happen constantly for many reasons: ideas evolve, maps get changed, the pacing of story bogs down or speeds up too fast, budgetary constraints cut entire levels, new enemies are produced, the list never ends...until the game is done. At which point someone then points out a glaring omission in the story and you have to rewrite a section for a patch implementation.

A good story can make banal game play transcend into an enjoyable gaming experience. A poorly crafted story can leave a bitter taste in the mouth. Not all games require or need a story though, for example Tetris. I suspect sometimes that this is why game writing is seen as less valuable to the gaming experience than other skill sets. It is not essential to making a game...except I don't really like the way that is phrased as it is in my opinion constrained inappropriately. What is a more honest statement to my way of thinking would be: some games require a story to enhance the gaming experience and some don't.

Edit: I have no idea why this wasn't posted earlier - so it is about 6 months old. I must have intended more wisdom to be added to this post only to come face to face with the fact that I am not wise.

All of my ideas are free for you to steal unless I work on one in which case STOP THIEF!

Posted by , 01 February 2013 - - - - - - · 1,074 views

A brief glimpse into the minds of the Builders.

Why are there monsters?

They are small things that have crept and crawled through the cracks made
by the tower. They are nothing more than spiders in an abandoned house.

Why was the tower left incomplete?

Our families were not building a path to hell. They were building a path to
our realm which lies in a similar direction. Completing the tower was not
necessary but having all the pieces made to be a complete tower was. Everything
has purpose. When you keep something from its purpose you skew the direction it
takes. The tower is complete but not completed. Its purpose became skewed to
our needs.

Why was the tower not disassembled?

Our families worked to build the tower to rejoin us. Why would any stay

Why is the tower full of puzzles?

Each word is a purpose made manifest. Each purpose made manifest is. Each
word is a language. Each language is one purpose. The tower is only one word.
If you understood this then you would not ask this question.

Oh come on...that's just BS, it doesn't explain why the tower is full of
puzzles. So why is it full of puzzles?

Because the tower is only one word.

Okay, so basically you are
just going to avoid the question of why there are puzzles in the tower with
meaningless philosophies. Am I right?

One might wonder how you have
managed to survive for so long.

Why did God curse you?

We are not the only ones
with free will.

Why can’t you go back through the tower?

How do you unsay a word you
have already begun speaking.


Hello all, sorry it has been so long but sometimes personal life gets in the way of the hobby life and the next thing you know it is six months later and you are wondering where the time went. Many things have happened during the last six months though perhaps the most significant was the moment the technical side that we had spent time hunting down and recruiting decided that they would create their own company and that myself and my partner should hand over all the documentation for the game design and related materials in return for....well nothing. In other words we should be grateful they would make the game as their first project.

So being the completely sad individual that I am I gave them everything then downed a bottle of scotch and started watching "The Crying Game" on repeat.

Well okay perhaps I didn't go that far...but really ffs. Is it that blatant a divide that the technical side somehow thinks that what they bring to the table abrogates the rights of others who contribute...or as in this case had done no technical work as yet but expected the ownership of the creation to be handed over?

Maybe..if it was a triple A company and I would still be demanding some form of payment on the product you can be sure of that.

Many people suggest that having the ideas are in of themselves useless. To a degree they are right. But if you take those ideas, flesh them out into a game design, design the play, design the encounters, design the story, create the concept art etc what value do you then begin to place on what has so far been created? So suddenly what had begun as a solid team turned out to be an icecastle on a hot summer's day. Ah well back to recruiting I guess.