Creating Emotion in Games: The Craft and Art of Emotioneering
Many of the game designers I've met are, in some ways, as naïve as my writing students. Just like the students, because they grew up on film and television, they naturally assume that they can write well. Like my students, they don't realize how much goes into writing. Sometimes in a film, a single scene will simultaneously:
note If you'd like too see most of the preceding done in a single scene, take a look at Chapter 2.31, "Pre-Rendered and In-Game Cinematics."
And so much more. Consequently, most professional writers I know rewrite every scene in their scripts five to ten times (and often more) before they even consider that they've arrived at a "first draft." Game moments and experiences that operate emotionally on many levels end up being like gems, each facet of which serves a different purpose. To use a film example, did you know that the final script for American Beauty was only about 100 pages long? Yet, as a film, it was a rich experience. That's because almost every scene serves a multitude of purposes. |