123 min listen
Marc Laidlaw & Chris Gardiner
FromScript Lock
ratings:
Length:
81 minutes
Released:
Jul 30, 2018
Format:
Podcast episode
Description
Summer is here and so is a new episode! Today we're talking with Marc (author, game writer, designer, and previously worked at Valve on Half-Life, Half-Life 2, Half-Life 2 Episodes 1 & 2, and Dota) and Chris (narrative director at Failbetter Games, previously a staff writer and head writer, and has written on Fallen London, The Last Court, Sunless Skies, and Sunless Seas) about storytelling transmedia synergy in 1990s Japan, what makes a good narrative director, planning a career as a writer, core skills writers should have, getting into writing with a team too early in your career, keys to good worldbuilding, creating the illusion of depth, the poop caves of Nottingham, having end goals in mind as a team, trusting your teammates, avoiding your first thoughts in writing, how expectations of more dialogue can put the wrong weight on characters, big failures, changes in writing processes, and player literacy.
Our Guests on the Internet
Marc's Twitter and Website.
Chris' Twitter.
Stuff We Talked About
Which Legend of Zelda Game Was Inspired By Twin Peaks? by Michael McWhertor
Woodcutters from Fiery Ships
Machine Cares
The Clarion Workshop
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Our Guests on the Internet
Marc's Twitter and Website.
Chris' Twitter.
Stuff We Talked About
Which Legend of Zelda Game Was Inspired By Twin Peaks? by Michael McWhertor
Woodcutters from Fiery Ships
Machine Cares
The Clarion Workshop
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
Jul 30, 2018
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