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inXile General Discussion Thread

agris

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Fargo has implied that he wants inXile's next project to be an original IP: https://www.gamereactor.eu/articles/453153/Brian+Fargo+is+swinging+for+the+fences+with+Torment/

When we asked whether any older franchises may get revisited in the future, Fargo was hesitant. "I'm more interested in doing something new also. I think having a mixture of existing titles with new ideas is good for us and interesting. We're kind of finally starting to get to a point where we can start entertaining that, but you have to get your library built, you have to get the momentum, get the trust that you know what you're doing and have followers that buy what you do, and they're willing to take a chance, because if they've had a couple of great experiences with our roleplaying games it's a lot easier to get them to buy a new title or a new concept that they've never heard of before. So we're building our way towards that."

Which makes it all the more odd that he would geographically split the development teams between CA and LA. He's talking about cultivating experience above, in addition to fan loyalty. By opening a new studio in New Orleans, he reduced his ability to mix and match people of various strengths. Anyone who thinks remote collaborative software development is just as efficient as being in the same physical space as your coworkers should read MRY's recent post on the matter.
 

MRY

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My understanding was that New Orleans offered a mix of many great things -- a distinct and rich talent pool; much lower costs of doing business; and an exciting locale that could itself draw in people from elsewhere.

Since literally my entire career in game development has been based on employers' willingness to let me work remotely, I'm reluctant to say that it's a bad idea. In a sense, it's a very good idea because you probably improve the talent you can draw upon while reducing costs. But I think it's undeniable that working side-by-side with your team is much more efficient and creatively fertile, and generally just a better way of life. But it's not obvious that the New Orleans studio creates a problem in this regard since I'm not sure who's developing what or how the inXile folks are divided between the offices. It's not like having the single Newport office changed the fact that Adam was in Thailand, Kevin and George were in Newport, and Colin was in Detroit.

Incidentally, speaking as a now-outsider to the process, the whole "new IP" thing seems a little superficial -- I mean, other than brand recognition, I'm not really sure how much the IPs to Torment, Wasteland, and Bard's Tale really affected those games. I like the idea of developing new IPs, though, so I like the idea.
 

agris

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My understanding was that New Orleans offered a mix of many great things -- a distinct and rich talent pool; much lower costs of doing business; and an exciting locale that could itself draw in people from elsewhere.

Great points and a very humanistic point of view. But NO didn't appear out of a vacuum, and I think the most salient point regarding the benefits it offers is the >35% lower cost of living (and thus salary expectation) as compared to the Irvine area, while remaining in a metro area with a large talent pool. It was a business decision MRY, and like any business decision was weighed to be cost effective. That cost-effectiveness can butt heads with putting together the best teams for projects though, because the experience cultivated in NO isn't always going to be the correct distribution for the next project, same with Irvine. It means that rather than balance a single talent pool, he essentially has to balance two. That was my point. And the remote work stuff.
 

Fry

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Brian Fargo mentioned in a business newspaper that New Orleans was mainly because of the tax cuts offered.

Obviously. New Orleans is a game dev backwater. It does, however, have a very low cost of living for a big(ish) US city, and I'm sure Fargo is paying basically nothing in state taxes.
 
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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.forbes.com/sites/kevinm...ideo-games-collaboration-in-game-development/

The George Ziets Interview Part 2: Writing For Video Games, Collaboration In Game Development


Torment: Tides of Numenera. Credit: InXile

George Ziets is the Lead Area Designer for InXile's RPG Torment:Tides of Numenera. He graciously consented to devote a good deal of his time to this four-part interview about the video game writer's job and the special challenges and opportunities of writing Torment. The interview took place through email and has been edited for comprehension.

Ziets received a Masters degree in Cognitive Psychology with an emphasis on Human-Computer Interaction in 1999. (Disclosure. I was a member of his thesis committee.) In 2001 he took a job writing dialog for the MMO Earth & Beyond. Since then he has held various positions as a writer, designer or creative lead on games such as Lord of the Rings Online, Dungeons & Dragons Online, Neverwinter Nights 2, Elder Scrolls Online, Dungeon Siege 3, Fallout: New Vegas and Torment among others.

Minor spoilers follow.

Kevin Murnane: People in the industry frequently stress that making video games is a collaborative process and that people who have difficulty adapting to the demands of others need not apply. How does the collaborative aspect of game making affect the writer?


George Ziets: Great ideas come from every department. An artist might have a brilliant idea for a location or a character. A level designer might come up with an exciting quest. An animator might give a character some surprising mannerisms that change the writer’s whole understanding of that character. And almost anyone can be a sounding board for ideas and help a writer brainstorm.

Of course, writers also need to remember that we’re making games, not movies or books. Even on games where story takes center stage, that story is a collaboration between the writer and the player. The one unique thing that games can do is react to the player’s decisions and change course to reflect their choices. We’re not telling the writer’s story – we’re telling the player’s story. Game stories are inherently collaborative not only within development teams, but also with our audience. And if we miss the opportunity to react to the player’s choices, we’re not taking full advantage of our medium.


Torment: Tides of Numenera. Credit: InXile

Murnane: Do requests tend to be editorial such as "rewrite for clarity or style" or substantive such as "we need a 100-character description of X"?


Ziets: Both. Writers’ schedules are full of tasks like “Write a dialogue for Character X”, “Write item descriptions for all the weapons in the game,” or “Write a script for the game’s opening cinematic.” At InXile, the leads try to review all the writing in the game – a lofty goal that we don’t always achieve (but we get close). As we’re reviewing, we put together lists of feedback and send them to the writers, who revise accordingly. Sometimes our comments focus on the content – for example, the description of a weapon doesn’t match the gameplay well enough. Other times, we’ll find lines that are unclear or sound awkward. More often, it’s a mix of both – we want the writing in our games to be top-notch.

Murnane: Are there development teams such as art, level design or technical that tend to make more demands on the writer? Tend to place more constraints on what the writer can do?


Ziets: On most games, level design is the department that works closest with writers. Level designers and writers are always collaborating to create the minute-by-minute experience for players – it’s a constant back-and-forth process. Writers provide story and lore that the level designers use to create their levels, but it’s also common for level designers to request writing to support the gameplay. For example, a level designer might want to call the player’s attention to something important, so they ask the writer to add a dialogue line where someone makes a helpful comment. Or a level designer might realize that a quest doesn’t work very well as it’s currently designed, so the writer needs to rewrite some of the dialogue and quest text. This is very common in the later stages of production, when we start testing the game more intensively.

Artists need input from the writing team, too. Before they create a character, item, or location, artists may request a description of the asset – the more thorough the description, the better. A writer or designer is usually called upon to provide the description (and reference images), to answer questions from concept artists, and to evaluate early versions of art assets.

Working with artists is one of my favorite parts of the job – it’s fun to see your characters and locations brought to life, and artists will frequently surprise you with interesting twists that you weren’t expecting. Concept art almost always adds some new element to a character’s personality or enriches the story of a location.


Torment: Tides of Numenera. Credit: InXile

Murnane: What kinds of limitations are commonly imposed on the writer and where do these limitations come from?


Ziets: At the highest level, writers are constrained by fictional genre (science fiction, fantasy, western, etc.) and game genre (shooter, role-playing game, casual game). Fictional genre determines what things make sense in the game world – if you're in a hard science fiction setting with space ships and AIs, you can’t rely on magic or mystical curses in your story. Game genre determines the kind of writing that the game needs. In a shooter, you’ll be writing lots of short, snappy lines for characters to be shouting while the action plays out, or clever back-and-forth banter between your squad-mates as you move through the world. On the other hand, in a story-driven role-playing game like Torment, you’ll be writing complex, branching dialogues that allow you to unravel mysteries and interrogate characters at a more leisurely pace.

Another limitation is the setting or intellectual property of your game. If you’re working in the Lord of the Rings world (as I did in 2004 and 2005), you may have to match the style of an established author. For example, on Lord of the Rings Online, we tried to avoid words with non-Anglo-Saxon roots because that’s what Tolkien did. (So a word like “thug” was unacceptable because it has roots in the Indian subcontinent, even though it’s a word that’s common in other RPGs.)

Gameplay is always an important constraint. Writing needs to support the action onscreen, whether it’s solving puzzles, shooting zombies, or investigating a murder. It should draw the player’s attention to what’s important, foreshadow what’s coming next, and match the pace of the action.

User interface can limit writers too. If you can only fit 100 characters into talk bubbles that appear over characters’ heads, that’s going to strongly affect the style of your dialogues and the way your characters communicate.

This is the second of a four-part interview
Torment: Tides of Numenera releases on PC, PS4 and Xbox One on Tuesday, February 28.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Chris Avellone and TToN writers will do a narrative panel talk at next year's GDC: http://schedule.gdconf.com/session/everythings-on-fire-and-no-one-knows-what-to-do

Everything's on Fire and No One Knows What to Do

George Ziets | Lead Designer/Writer, inXile Entertainment
Leanne Taylor-Giles | Scriptwriter, Ubisoft Montreal
Chris Avellone | Narrative Designer, Freelancer
Colin McComb | Narrative Designer/Creative Lead & President, 3lb Games LLC
Gavin Jurgens-Fyhrie | Lead Writer, inXile Entertainment

Everything's on Fire and No One Knows What to Do is about developing a common knowledge base for game writers, narrative designers, and cross-discipline communication. This panel focuses on the day-to-day aspects of game writing and working within a team, namely problem-solving, clear communication, and uncovering constraints after all the dialogue has already been recorded. Five industry experts share their experiences working on everything from AAA to indie and tabletop, discuss their strategies for remaining creative on varying budgets, and define common terms that may just result in you not needing to set everything on fire after all.

Takeaway
Attendees will come away with a deeper understanding of core narrative terminology, as well as insight into the different challenges faced by writers in the industry. They will also learn varied approaches for finding solutions to complex narrative problems, across a wide variety of budgets and genres.

This is today, at 10 AM PST.
 
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Chris Avellone and TToN writers will do a narrative panel talk at next year's GDC: http://schedule.gdconf.com/session/everythings-on-fire-and-no-one-knows-what-to-do

Everything's on Fire and No One Knows What to Do

George Ziets | Lead Designer/Writer, inXile Entertainment
Leanne Taylor-Giles | Scriptwriter, Ubisoft Montreal
Chris Avellone | Narrative Designer, Freelancer
Colin McComb | Narrative Designer/Creative Lead & President, 3lb Games LLC
Gavin Jurgens-Fyhrie | Lead Writer, inXile Entertainment

Everything's on Fire and No One Knows What to Do is about developing a common knowledge base for game writers, narrative designers, and cross-discipline communication. This panel focuses on the day-to-day aspects of game writing and working within a team, namely problem-solving, clear communication, and uncovering constraints after all the dialogue has already been recorded. Five industry experts share their experiences working on everything from AAA to indie and tabletop, discuss their strategies for remaining creative on varying budgets, and define common terms that may just result in you not needing to set everything on fire after all.

Takeaway
Attendees will come away with a deeper understanding of core narrative terminology, as well as insight into the different challenges faced by writers in the industry. They will also learn varied approaches for finding solutions to complex narrative problems, across a wide variety of budgets and genres.

This is today, at 10 AM PST.

Do you know if this panel is broadcast on the internet?
 

Rev

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Didn't read the entire article, but the title sure does seem a bit anachronistic after PoE2 campaign ended up collecting 4,4 million dollars just a few days ago.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Chris Avellone and TToN writers will do a narrative panel talk at next year's GDC: http://schedule.gdconf.com/session/everythings-on-fire-and-no-one-knows-what-to-do

Everything's on Fire and No One Knows What to Do

George Ziets | Lead Designer/Writer, inXile Entertainment
Leanne Taylor-Giles | Scriptwriter, Ubisoft Montreal
Chris Avellone | Narrative Designer, Freelancer
Colin McComb | Narrative Designer/Creative Lead & President, 3lb Games LLC
Gavin Jurgens-Fyhrie | Lead Writer, inXile Entertainment

Everything's on Fire and No One Knows What to Do is about developing a common knowledge base for game writers, narrative designers, and cross-discipline communication. This panel focuses on the day-to-day aspects of game writing and working within a team, namely problem-solving, clear communication, and uncovering constraints after all the dialogue has already been recorded. Five industry experts share their experiences working on everything from AAA to indie and tabletop, discuss their strategies for remaining creative on varying budgets, and define common terms that may just result in you not needing to set everything on fire after all.

Takeaway
Attendees will come away with a deeper understanding of core narrative terminology, as well as insight into the different challenges faced by writers in the industry. They will also learn varied approaches for finding solutions to complex narrative problems, across a wide variety of budgets and genres.

This is today, at 10 AM PST.

Twitter commentary:

 
Last edited:

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


This guy is livetweeting the entire thing (click for tweetstorm):

 

Projas

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Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag.

LESS T_T

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Codex 2014
Gamasutra's report on the panel: http://www.gamasutra.com/view/news/...tidisciplinary_masters_says_veteran_panel.php

Game writers must be multi-disciplinary masters, says veteran panel

As much as a talent for storytelling, any successful game writer must have a raft of supplementary skills, from being able to enthuse other team members about story, to working sympathetically with producers, to being a flexible and willing editor.

This was the message delivered by a panel of veteran game writers at the Game Developers Conference in San Francisco today in a session titled "Everything’s On Fire And No One Knows What To Do."

Writers are the “most important part of any team,” quipped Colin McComb, who currently works at 3lb Games LLC and worked on the Fallout and Wasteland series. “But we rely on the help of artists, programmers and QA. It’s our job to bring these people into the story, so that they feel empowered, supported and as enthused by the story as much as we are. We need their feedback and to feel their involvement. If they’re not involved in the process, we might as well be writing novels, and that’s a lot less fun.”

inXile Entertainment’s Gavin Jurgens-Fyhrie, a writer on the recently-launched PlayStation 4 game, Horizon: Zero Dawn, agreed with McComb’s assertion, but argued that bringing team members from other disciplines on board often requires a clarification of terms up front.

“At every place that I’ve worked someone on the team has said to me: ‘I don’t like game story’,” he said. What they usually mean by this, he explained, is that they don’t like cinematics -- those passive snippets of in-game movie.

"What I try to establish on a team is that there’s a difference between cinematics and game writing,” he said. Game writing, he argued, is not about cinematics as much as it is building the bridge between what the designers intended to communicate, and the stories that the players are telling themselves.

Carving out this space between the explicit and the implicit storytelling is crucial to drawing team-members as well as players into the story-writing process, said Leanne Taylor-Giles, a scriptwriter at Ubisoft Montreal.

“Fifty percent of story is told in the player’s head,” she said. “A part of the process is leaving the gaps that allow players to tell themselves the story themselves – ambiguity, that allows players to interpret what’s going on. It’s a collaborative process.”

Veteran freelance game writer Chris Avellone, who worked on Prey and System Shock urged game writers to speak to the QA department, and encourage them to provide feedback on story-related bugs, as well as the technical ones which they are used to surveying.

“QA team members have often been training to not mention narrative bugs,” he said. “QA should be trained to point out bad [voiceover] or things that don’t make sense in the story. If a QA team member doesn’t understand how a character got from one place to another then that is as valid a game bug as anything.”

One of the key skills that needs to be fostered by any game writer is the ability to be flexible with story elements as a project develops, the panel argued. Many game projects undergo re-scoping during the development process. In this situation, it’s “important to ask why things are changing,” advised Avellone. “Sometimes people on a team have looked at things for so long that they start getting bored, so [they] think it needs to change for the sake of making a change. I always advise that we bring a focus tester in at that point."

Sometimes, however, changes must be made, not through boredom, but through necessity. In these cases, when writing for RPGs, Avellone revealed that he tries to write critical plot lines with moving non-player characters. This way, if a particular location is cut from the game, the plot line can be relocated without issue.

McComb agreed with Avellone’s advice. “Develop a critical path document," he said. "The chances are good that your game will get re-scoped. We are all ambitious storytellers, and ambition is the enemy of reality. See it as an opportunity, one that allows you to re-examine, re-pace and condense things into more compact, more easily digestible plot lines. We are writers and we tend to write long.”

Taylor-Giles agreed on this point. “I like re-scoping as it helps focus us on edits that perhaps we didn’t realize we needed," she said.
 

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