We've got some terrific panelists set for the game writing panel on January 19 at McGill. I'll be introducing them to you over the next little while, but in the mean time, I can tell you that we have a game designer; a narrative designer; someone who writes story for a major FPS/RPG franchise; and someone who is writing mythology ("lore") for an upcoming major MMO. Very fun. And if you are not sure what the difference is between these various flavours of game writing, better come the panel!
I'll be putting up a Facebook event page soonish, but in the mean time, save the date! Wednesday, January 19, Leacock 232 on the McGill campus.
UPDATE: If you can't make it, we're planning to tape this and podcast it, technology and participants permitting.
UPDATE: Want to know the answer to a question about game writing? Come to the event, or post your question here.
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I live so... so far away... :(
Yeah, I'd love to go, but I'm in Brazil, so it's a little bit too far, you know.
Would love to watch it online!
One question that I have had burning in the back of my mind is in regards the Call of Duty franchise. We have all read stories over the last decade or so about how movies and games are moving closer together and in movies you always try and make your protag the one making choices, taking on challenges, especially difficult ones, etc.
In the COD franchise, as the player, you are the one who is often unconscious and has to be helped up, carried out of the way, or blacking out, etc. at the start of a mission.
I just wonder why they do this, rather than program it so the player is the one waking up others from crashes, etc and defending them at the same time, etc. anything other than just blacking out, waking up, have a hand shoved at you and help you up. I just think it could be done better?
Would love their thoughts on why this track was taken.
PS obviously, a great game/franchise and not all missions start this way, but enough have for me to have noticed.
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