123 min listen
Matthew Burns & Carrie Patel
FromScript Lock
ratings:
Length:
86 minutes
Released:
Mar 28, 2016
Format:
Podcast episode
Description
Matthew (writer, composer, and game developer on titles including the Call of Duty and Halo series, Destiny, The Infinifactory, The Arboretum, The Writer Will Do Something, and TIS-100) and Carrie (narrative designer on Pillars of Eternity, writer of The Buried Life and Cities and Thrones) join us this week to talk about maintaining your writing momentum, outlining, the writing process at Obsidian, Large Teams and the Problems they Cause, creating a Total Work of Art in video games, offering decisions that lead to chokepoints, motivating players with different play styles, the negative space that defines players’ experiences, how The Writer Will Do Something came about, that part of the meeting when everybody turns to look at you, when gameplay doesn't trump story, the linearity of relationship portrayals in games today, and should creators ever be involved in the post-release discussion.
Our Guests on the Internet
Matthew's Twitter and Website.
Carrie's Twitter and Website.
Stuff We Talked About
The Writer Will Do Something
Gesamtkunstwerk
The Expanse by James S. A. Corey
My Brilliant Friend: Neapolitan Novels by Elena Ferrante
The Moth
St. Lucy's Home for Girls Raised by Wolves by Karen Russell
Perdido Street Station by China Mieville
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Our Guests on the Internet
Matthew's Twitter and Website.
Carrie's Twitter and Website.
Stuff We Talked About
The Writer Will Do Something
Gesamtkunstwerk
The Expanse by James S. A. Corey
My Brilliant Friend: Neapolitan Novels by Elena Ferrante
The Moth
St. Lucy's Home for Girls Raised by Wolves by Karen Russell
Perdido Street Station by China Mieville
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
Mar 28, 2016
Format:
Podcast episode
Titles in the series (77)
Cara Ellison & Jack de Quidt: Our last episode of the year is here and it's super writing-focused! Cara and Jack join us to talk about their writing processes, working on a narrative when it's fractured across an entire team, why fetch quests occur even though everyone HATES them, the narrative design in The Witcher and Kentucky Route Zero, why a lot of studios are afraid of trusting the player, narrative problem-solving, the verbs that happen in games, navigating breaking the fourth wall, the portrayal of relationships in games, the importance of humor, how to handle pacing, required reading for people working in the industry that *isn't* about making games, and much, much more. by Script Lock