3 ms·
I’m working on a video game right now and I’m having this problem with the story and dialogue. In the past my game design was in the realm of tabletop rpgs, so
by hertzrat 6y ago
I’m working on a video game right now and I’m having this problem with the story and dialogue. In the past my game design was in the realm of tabletop rpgs, so you come up with the idea, add some details, and then you run it right away. You see the player responses in person, face to face, learn whether you did well or not, and then move on to do even better the next time. It works great. In a video game, there can be months between conception and a player experiencing it, and you won’t be there to see most of them react, so you can second guess every single detail hundreds of times until it’s hard to judge things clearly. I’ve never been into heavy up front design before, but it might actually be helpful for this specific problem - ie, to just write it and then trust it later on