> DESCRIBE THE MONK’S BREW
The monk turns to you and proclaims: "The Monk's Brew is a blog about indie game design, development, and play, with a particular emphasis on the adventure genre. It is brought to you by Rubes, an indie game developer from Salt Lake City, Utah."Read more about this blog here.
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> DESCRIBE VESPERS
The monk clears his throat and begins: "Vespers is an adaptation of Jason Devlin's interactive fiction work of the same name. It is an experiment to discover what kind of horribly disfigured offspring might result from the mating of an IF engine with a 3D first-person graphics engine."
> DESCRIBE RUBES
The monk looks up from his mug and utters: "Rubes (Mike Rubin) is an indie game developer who started gaming with text adventures and this book, even before the heyday of the Apple ][. He's also the budding pioneer of a new genre in computer gaming, three-dimensional interactive fiction (3D/if). His first project in this genre is Vespers."
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Game Writers, Game Designers
There’s an interesting blog tête-à-tête underway, triggered by a (perhaps intentionally) provocative opinion piece by Adam Maxwell over at GameSetWatch on “The Case Against Writers In The Games Industry.” In it, Adam makes an argument that writers are perhaps an unnecessary part of game development, and that game designers offer more bang for the buck, at least as far as he’s concerned:
Needless to say, it has provoked a number of opposing comments on the GSW site, with which I mostly agree. A good example to summarize them would be this excerpt from steve:
Adam really misses the mark on this one, but I suspect his piece was at least partially intended to raise a few hackles. It was actually an adaptation of a post he made on his own personal blog site, where he is essentially playing Devil’s Advocate; in the comments section there, he notes:
He goes on to make some important points about writing for games, which are really the points that a lot of us have been trying to make for some time; that there is a big difference between static writing and game writing, and that a truly successful interactive experience requires a frameshift in the approach to game writing. Still, I can’t help but be frustrated that so many of us seem to grasp the notion of what we want, without having any real idea about how to get there.
It’s no secret that Vespers follows a fairly linear path, as far as games go, but I think the fact that it is based on a game written by a writer of interactive fiction gives it a stronger literary base than most games out there, and because of that I think it works really well. Nevertheless, it’s uncertain if or how it will contribute to this frameshift.
My first thought on reading Adam’s piece was the impending maelstrom of responses, particularly from the game writers out there. My thoughts immediately turned to the Writer’s Cabal blog from Sande Chen and Anne Toole, two writers with a great deal of experience with writing for games, and they did not disappoint. They came back with a point-for-point rebuttal, with some great insights such as:
I expect we’ll be hearing about and reading a lot more responses to Adam’s piece, so in that respect I think he will have succeeded in his likely goal of getting the attention he desired — but also, to be fair, of casting a brighter light on the topic of writing for games and the ultimate goal of figuring out just how exactly to maximize its impact in this new medium.