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More on Game Writers, Game Designers
As expected, the response to Adam Maxwell’s opinion piece that I mentioned previously has been swift and zealous. The article continued to elicit powerful responses on GameSetWatch, including an impressively long entry from Era, with this excerpt:
The piece was also reprinted over on Gamasutra, where, naturally, it triggered a shitstorm of response. I suggest flipping through the comments for fun and entertainment, but for those with better things to do with their time, some of the more interesting responses include:
And on and on and on. Still, despite Adam’s assertion that his piece was intentionally provocative, and not to be denied the last word, GameSetWatch has provided a rebuttal from Brainstem Games’ Ron Toland, which formalizes many of the comments being spewed about on web sites across the intertube. To wit:
Interestingly, Adam gave some additional thoughts on his personal blog afterward, clarifying some of his impressions about why writing in games isn’t where it needs to be. He puts the blame on linear narrative, and specifically, “conventional writers and their influence on our chosen medium of expression.” Not exactly new thoughts, and neither is his main point, that games can excel by collaborating with players to create the narrative of the game:
There are a number of people who already subscribe to this approach, although I still have a tough time getting past a disturbingly vague notion of its representation in the real world. It’s an ideal that I want to believe in, but without knowing for certain what it really is or might be, I find it difficult to make that leap.
What I did find most fascinating about this dialogue is that it brought out an abundance of posts on the topic of linearity vs. non-linearity in game narrative, and I’m finding that perhaps what many people believe is non-linear (in gaming terms) is actually a form of linear narrative. Sounds like it could be a good discussion. More on this later.