My dear friend, the legendary Richard Dansky, has published The Video Game Writer's Guide to Surviving an Industry That Hates You. Richard has been at this for two decades. If you're a videogame writer or (Lord help you) an aspiring videogame writer, you need this book!
Most of it is, like it says on the tin, about surviving as a video game writer. And you can tell from the title that he pulls no punches. But he has an interesting tool for finding a character's voice: write down ten words the character likes to say. Now write down ten words the character would never say. Let these guide you as you write the character.
I wrote a few hundred lines for a sound set for a new character. Our peerless editor and fellow writer Alexia pointed out that maybe 20% of those lines were generic. Any of our characters could say them.
In a shooter, that's inevitable to some extent. There are only so many ways someone can say "reloading!" But wherever possible, you want lines that only could come out of that character's mouth.
In a shooter, that's inevitable to some extent. There are only so many ways someone can say "reloading!" But wherever possible, you want lines that only could come out of that character's mouth.
It is a very high standard, and it is a mostly thankless standard. Your game designers will not complain if all your lines are generic -- they'd be happy if the character said "reloading" only one way. The artists won't care. And most players won't notice.
But players will appreciate it, even if they don't notice it. The characters will sparkle a little more. They will enjoy playing them more.
But players will appreciate it, even if they don't notice it. The characters will sparkle a little more. They will enjoy playing them more.
And a few of them will make some fun YouTubes out of them.