20°

Rhianna Pratchett interview: Developers don't remember about story until it's too late (in English and Polish)

Polygamia interviews Rhianna Pratchett about her work on Overlord and Risen, as well as about general issues connected with being a game writer.

"One problem is that not enough companies factor story-telling into their game in the design stages and tend to call on the services of a narrative professional very late in the day. This can mean you're trying to hammer a story around a structure that hasn't been properly built for it. Hardly ideal! Calling a writer in late can also mean that you're frantically trying to polish and patch up a narrative that could have used the attention 6 months previously. "

English version is to the right of the Polish version.
Ausir - contributor
Published: 44 days 10 hours ago | Interview | PlayStation 3 | Xbox 360 | Wii | PC | Industry News | Dev News
 
 
 

Xbox 360
Fairytale Fights Review | Wonderwallweb
Xbox 360 | Review
Wonderwallweb Writes: I was actually looking forward to the title, and in some ways pleasantly surprised, but its repetitive nature and its ha...

Multi
Assassins Creed 2 Review on TheGo
Multi | Review
Just as it was getting good, the first Assassin's Creed left us all in a major cliff-hanger, practically begging for more...only without the repeti...

Xbox 360
Electro-Candy Review: Call of Duty: Modern Warf...
Xbox 360 | Review
The one thing that truly defines a human being, certainly in the west, is not invention. It is not communication, compassion, charity or even humil...

Multi
PALGN: NHL 10 Review
Multi | Review
PALGN writes: "Another year, another NHL game from the folks at EA. In recent times, this has been a very, very good thing, with EA Canada pul...
About N4G
N4G is a social game news site that covers the game industry 24 hours a day, 7 days a week.
More Info... | Submit News