Ash: Latest GameInformer (April 2008) magazine has a great op-ed by Emil Pagliarulo, the lead designer on my current project, Fallout 3.
Couple quotes from the piece that I liked:
Emil: When I was a kid growing up in South Boston, the trashcans in our backyard were dragged to the curb for pickup, every week, by a homeless man named Vinnie Trashki. Yeah, I know. “Trashki.” Bitter irony or cruel nickname?
…creating fiction for a video game poses one very distinct challenge – you’ve got to accept that the whole of your writing – characters, narrative, everything – is simply not as important as the gameplay…
Ash: I firmly believe the most important story in a video game is the one the player is telling to himself as he plays the game. Its one of the reasons why open ended sandbox games like the Sims games, Grant Theft Auto, and our own Elder Scrolls series are so awesome. No one experiences them the same way.
Spotted at his blog.
Update: Some new quotes from Emil, courtesy of the Bethesda Blog:
If we accept that all video game characters fall under one of three literary classifications — prototype, archetype, and stereotype — it’s easy to see the appeal of the archetype. This is the established, easily-understandable character model. The badass space marine or seductive sorceress. The prototype, while imaginative and interesting, is too easily viewed as ‘weird,’ and that means inaccessible. The stereotype? Overused, oversimplified, and more often than naught, offensive.