lycanwarrior
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If true, it's no wonder Bioware now looks no different from every other AAA game developer now.
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If true, it's no wonder Bioware now looks no different from every other AAA game developer now.
They relate a lot.Yea but these two statements do not connect at all. They're, like, two different things.
The first is "writers used to be competent and now every dumb cunt can be a writer".
And the second: "Bioware used to value their writers and became famous because of them and now EA thinks writers aren't important."
How the fuck do these two relate?
It seems to me that Obsidian has the opposite problem. In their heyday their writers were valued less than they are now (hence them not being able to retain any of their 2000s writers), but their writing now is just as dogshit as Bioware's.They relate a lot.
BioWare started thinking anyone can write and it's super easy. Hence, anyone could become a writer and now their writing is dogshit because they treat it as if anyone can write and it's not a big deal.
Well, if they let anyone in to write and got rid of the good writers ... Then changed that suddenly writing is prestigious.Then what they're doing now is grandfathering in bad writers.It seems to me that Obsidian has the opposite problem. In their heyday their writers were valued less than they are now (hence them not being able to retain any of their 2000s writers), but their writing now is just as dogshit as Bioware's.They relate a lot.
BioWare started thinking anyone can write and it's super easy. Hence, anyone could become a writer and now their writing is dogshit because they treat it as if anyone can write and it's not a big deal.
Read the entire thread.Yea but these two statements do not connect at all. They're, like, two different things.
The first is "writers used to be competent and now every dumb cunt can be a writer".
And the second: "Bioware used to value their writers and became famous because of them and now EA thinks writers aren't important."
How the fuck do these two relate?
Writing is one of those disciplines which is constantly undervalued. It's something that everyone thinks they can do ("I can write a sentence! I know what story is!"), and frankly the difference between good and bad writing is lost on many, anyhow. So why pay much for it, right?
In games, you even see this attitude among those who want to get into the field. "I don't have any REAL skills... I can't art, I can't program, so I guess I'll become a writer? It's better than QA!" As if game writing didn't require any actual skill which requires development.
Even BioWare, which built its success on a reputation for good stories and characters, slowly turned from a company that vocally valued its writers to one where we were... quietly resented, with a reliance on expensive narrative seen as the "albatross" holding the company back.
Maybe that sounds like a heavy charge, but it's what I distinctly felt up until I left in 2016. Suddenly all anyone in charge was asking was "how do we have LESS writing?" A good story would simply happen, via magic wand, rather than be something that needed support and priority.
At the end of the day, you can say you like good writing - whether it's in a game, a movie, an online article, or whatever - but if you don't value it enough to prioritize it and support it... and, yes, pay writers what they're due... that's not what everyone else is hearing.
Case in point: Casey Hudson, someone with a programming background and director of Mass Effect 3. Thought he should write the ending along with the lead writer, instead of the lead writer along with the rest of the writers (which was how the rest of the games were written).They relate a lot.
BioWare started thinking anyone can write and it's super easy. Hence, anyone could become a writer and now their writing is dogshit because they treat it as if anyone can write and it's not a big deal.
The writers didn't control the scope of DA2, that was the project director, Mark Darrah. Whenever there was a conflict with leads, he'd have final say (and writers could lose, as was the case with Orsino becoming a mandatory boss).That's quite bold of those guys, considering that Bioware's art direction, engine work, AI, and scripting left a lot to be desired. I wonder how much of it's really some kind of elitism and not just resentment at not getting enough of a say in design direction or resentment at disagreeable decisions made by writers.
I can see why in DA2 the other guys might be pissed that they don't get a smaller scope narrative, with the ambitious scope forcing them to cut more corners and reuse more shit and then get to put on their resume "I helped make the DA2 dumpsterfire" which is going to, if anything, discourage people from hiring them at other places. Meanwhile the writers tend to take less reputational damage there (Hepler is a notable exception) because it usually won't be the writing that people take fault with but all the other half-baked shit the writing necessitated.
That goes for most games that I know about. The writers are there to craft the glue between the levels and only that. They don't decide on the order of levels, what levels/area's will be built and what the overall plot outline will be.The writers didn't control the scope of DA2, that was the project director, Mark Darrah. Whenever there was a conflict with leads, he'd have final say (and writers could lose, as was the case with Orsino becoming a mandatory boss).
Anyone can tell that looking at Anthem.
The story started changing drastically, too. In early 2015, veteran Dragon Age writer David Gaider moved over to Anthem, and his version of the story looked a lot different than the ideas with which they’d been experimenting for the past few years. Gaider’s style was traditional BioWare—big, complicated villains; ancient alien artifacts; and so on—which rankled some of the developers who were hoping for something more subtle. “There was a lot of resistance from the team who just didn’t want to see a sci-fi Dragon Age, I guess,” said one developer. Added a second: “A lot of people were like, ‘Why are we telling the same story? Let’s do something different.’”
When asked for comment on this, Gaider said in an email that when he’d started on the project, Anthem design director Preston Watamaniuk had pushed him in a “science-fantasy” direction. “I was fine with that, as fantasy is more my comfort zone anyhow, but it was clear from the outset that there was a lot of opposition to the change from the rest of the team,” he said. “Maybe they assumed the idea for it came from me, I’m not sure, but comments like ‘it’s very Dragon Age’ kept coming up regarding any of the work me or my team did... and not in a complimentary manner. There were a lot of people who wanted a say over Anthem’s story, and kept articulating a desire to do something ‘different’ without really being clear on what that was outside of it just not being anything BioWare had done before (which was, apparently, a bad thing?). From my perspective, it was rather frustrating.”
If only they'd had the balls to speak up loudly.BioWare "quietly resented" its writers
Back in the old days, making an impressive mod worked too. Sometimes it still works.Newbies always ask "how do I break into games without any other useful skills other than writing?"
The answer I got when I started out, and the one I'll parrot now is:
"Write a book, do solodev, or get used to being treated like trash."
He's still sore about this!The story started changing drastically, too. In early 2015, veteran Dragon Age writer David Gaider moved over to Anthem, and his version of the story looked a lot different than the ideas with which they’d been experimenting for the past few years. Gaider’s style was traditional BioWare—big, complicated villains; ancient alien artifacts; and so on—which rankled some of the developers who were hoping for something more subtle. “There was a lot of resistance from the team who just didn’t want to see a sci-fi Dragon Age, I guess,” said one developer. Added a second: “A lot of people were like, ‘Why are we telling the same story? Let’s do something different.’”
When asked for comment on this, Gaider said in an email that when he’d started on the project, Anthem design director Preston Watamaniuk had pushed him in a “science-fantasy” direction. “I was fine with that, as fantasy is more my comfort zone anyhow, but it was clear from the outset that there was a lot of opposition to the change from the rest of the team,” he said. “Maybe they assumed the idea for it came from me, I’m not sure, but comments like ‘it’s very Dragon Age’ kept coming up regarding any of the work me or my team did... and not in a complimentary manner. There were a lot of people who wanted a say over Anthem’s story, and kept articulating a desire to do something ‘different’ without really being clear on what that was outside of it just not being anything BioWare had done before (which was, apparently, a bad thing?). From my perspective, it was rather frustrating.”
Preston Watamaniuk had pushed him in a “science-fantasy” direction.
He clean failed to process the existence of the science part, I see.“I was fine with that, as fantasy is more my comfort zone anyhow,"