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	<title>Comments on: Steve Meretzky on writing in games</title>
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		<title>By: Dan Bruno</title>
		<link>http://cruiseelroy.net/2008/10/meretzky/#comment-474</link>
		<dc:creator>Dan Bruno</dc:creator>
		<pubDate>Fri, 10 Oct 2008 02:14:46 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=256#comment-474</guid>
		<description>Thanks for the link, Sande. Sounds like you and Meretzky are on the same page.

Michael: It&#039;s very strange to me as well that writing is such an afterthought in games. It seems counterintuitive to bring the writer in after the &quot;story&quot; is done (at least the basic framework -- &quot;hero X and his sidekick Y travel Z and rescue Princess Q&quot;). I guess at this point there&#039;s a lot of inertia, though. And games with bad writing still sell...

David, I think I agree with you based on what I understand agile development to mean, but I have to admit that I&#039;m not familiar with the details or implementation. It seems like it would be a good way to shake things up, though.</description>
		<content:encoded><![CDATA[<p>Thanks for the link, Sande. Sounds like you and Meretzky are on the same page.</p>
<p>Michael: It&#8217;s very strange to me as well that writing is such an afterthought in games. It seems counterintuitive to bring the writer in after the &#8220;story&#8221; is done (at least the basic framework &#8212; &#8220;hero X and his sidekick Y travel Z and rescue Princess Q&#8221;). I guess at this point there&#8217;s a lot of inertia, though. And games with bad writing still sell&#8230;</p>
<p>David, I think I agree with you based on what I understand agile development to mean, but I have to admit that I&#8217;m not familiar with the details or implementation. It seems like it would be a good way to shake things up, though.</p>
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		<title>By: David Carlton</title>
		<link>http://cruiseelroy.net/2008/10/meretzky/#comment-473</link>
		<dc:creator>David Carlton</dc:creator>
		<pubDate>Wed, 08 Oct 2008 05:13:34 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=256#comment-473</guid>
		<description>I hope that ideas from agile software development will percolate more into the game world.  (They could certainly use a massive dose of Sustainable Pace, from what I&#039;ve heard.)  This post sounds like an object lesson in the value of having a cross-functional team, and of building your product in increments that cover all the layers of the product.  (Instead of, say, starting with the technology and leaving the details of the story until the end.)</description>
		<content:encoded><![CDATA[<p>I hope that ideas from agile software development will percolate more into the game world.  (They could certainly use a massive dose of Sustainable Pace, from what I&#8217;ve heard.)  This post sounds like an object lesson in the value of having a cross-functional team, and of building your product in increments that cover all the layers of the product.  (Instead of, say, starting with the technology and leaving the details of the story until the end.)</p>
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		<title>By: Michael Abbott</title>
		<link>http://cruiseelroy.net/2008/10/meretzky/#comment-472</link>
		<dc:creator>Michael Abbott</dc:creator>
		<pubDate>Tue, 07 Oct 2008 16:03:51 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=256#comment-472</guid>
		<description>Meretzky&#039;s (and Sande&#039;s too) diagnosis highlights the odd juxtaposition of writing in narrative games with all the other design elements. Clearly, the writers aren&#039;t driving the bus - they apparently jump on somewhere just prior to the last stop. For those of us who work in other creative media where writing is central to the process, it seems inconceivable. But I also don&#039;t fully understand the technical challenges game designers face and the ways these affect workflow. Surely there must be ways to prioritize writing. Ken Levine talks about story development in game design, but that&#039;s not the same thing as writing, which is the engine that drives the narrative forward.

All I know is that in my little storytelling neck of the woods (theater), we all basically stand around looking at each other until the playwright is finished with the script. Until we have that in our hands, we basically have nothing to do.

Thanks for sharing Meretzky&#039;s talk with us. I continue to see him as a major voice in the industry...old geezer though he may be. ;-) His perspective is informed by a unique technical, computer sci., humanities background, and I find him unfailingly interesting. Glad you were there!</description>
		<content:encoded><![CDATA[<p>Meretzky&#8217;s (and Sande&#8217;s too) diagnosis highlights the odd juxtaposition of writing in narrative games with all the other design elements. Clearly, the writers aren&#8217;t driving the bus &#8211; they apparently jump on somewhere just prior to the last stop. For those of us who work in other creative media where writing is central to the process, it seems inconceivable. But I also don&#8217;t fully understand the technical challenges game designers face and the ways these affect workflow. Surely there must be ways to prioritize writing. Ken Levine talks about story development in game design, but that&#8217;s not the same thing as writing, which is the engine that drives the narrative forward.</p>
<p>All I know is that in my little storytelling neck of the woods (theater), we all basically stand around looking at each other until the playwright is finished with the script. Until we have that in our hands, we basically have nothing to do.</p>
<p>Thanks for sharing Meretzky&#8217;s talk with us. I continue to see him as a major voice in the industry&#8230;old geezer though he may be. ;-) His perspective is informed by a unique technical, computer sci., humanities background, and I find him unfailingly interesting. Glad you were there!</p>
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		<title>By: Sande Chen</title>
		<link>http://cruiseelroy.net/2008/10/meretzky/#comment-471</link>
		<dc:creator>Sande Chen</dc:creator>
		<pubDate>Tue, 07 Oct 2008 15:36:34 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=256#comment-471</guid>
		<description>Speaking of vacuums, we just posted about delegating writing to a vacuum on Writers Cabal Blog, http://writerscabal.wordpress.com/2008/10/02/the-myth-of-the-game-writing-vacuum/

Basically, when you bring in writers late, it&#039;s more of a missed opportunity.  Writers can&#039;t iterate and improve upon the story.  There is also less opportunity for integration into gameplay.</description>
		<content:encoded><![CDATA[<p>Speaking of vacuums, we just posted about delegating writing to a vacuum on Writers Cabal Blog, <a href="http://writerscabal.wordpress.com/2008/10/02/the-myth-of-the-game-writing-vacuum/" rel="nofollow">http://writerscabal.wordpress.com/2008/10/02/the-myth-of-the-game-writing-vacuum/</a></p>
<p>Basically, when you bring in writers late, it&#8217;s more of a missed opportunity.  Writers can&#8217;t iterate and improve upon the story.  There is also less opportunity for integration into gameplay.</p>
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