The Three Pillars of Game Writing – Plot, Character, Lore – Extra Credits

Let’s examine the elements that make up “game writing.” Plot, characters, and lore all have to be balanced depending on the type of game you’re …


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50 thoughts on “The Three Pillars of Game Writing – Plot, Character, Lore – Extra Credits

  1. When people talk about “game writing” they usually talk about it as if it were one monolithic thing. It’s not. It’s actually three monolithic things…

  2. Regarding the campfire talk bit, I agree completely. My favorite scene in the MCU is the Ultron afterparty, where everyone is just sitting around talking, being people. Sure, Endgame is pretty great, and both Winter Solider and Civil War goes to the heart of Steve Rogers, but that simple scene in Age of Ultron remains the very finest moment in the MCU. Closely followed by Assemble, of course.

  3. The best example of loading screen delivered lore is Thief, Dark Age. A somewhat simple design, made immersive by loading screens.

  4. Neverwinter Nights 1 is stuck in my memory for both great plot and character creation. Story is in the spotlight here. As I recall, chapter 1 has a major plot twist (who is behind the plague). Also Aribeth's character is well developed and real (she struggles between good and evil).

  5. I don't think they are separate. In dwarf fortress for instance, something which now is plot (what happens) is converted into lore in another playthrough, which can sometimes be its appeal

  6. I always come here to clarify these concepts once more in my mind.
    This should be the 6th or 7th time I come here in the last 2 years.

  7. What I remember about Final Fantasy is how they twisted together the plot, characters and lore. Then again, I mostly played 9 so I might be biased.
    I remember the plot being mostly about the consequences of decisions characters made because of their background.
    Each character is in the party for their own reasons, and since there is a large cast the developers/writers can kill characters off or allow them to weave in and out of the main story as they see fit. This also gave the game a sense of vulnerability. The player knows that (most of) the characters could die and the game would just shift to new characters.
    Also, a character would make a decision to leave the group for example, and I would get to play that character as they sneak out.
    I need to buy that game again

  8. JRPG Plot: A group of village cat-rescuers go on a cross-country trip to save a kingdom and later kill GOD.

  9. I would just like to disagree about having stuff that the player never sees. There is a lot of value to having all that ice below the waterline of the iceberg. Players can feel that there is story that they never find out. This is is what often separates a good setting from a great one.

  10. Hiya! My first video of yours that I watched and this was short, sweet, simple and too the point! I appreciate it! ALSO, shout out to the artist. It's a small thing but I appreciate the diversity in their work! It was pretty cool and refreshing. Cheers!

  11. Together with a few friends of mine, I am working on a game right now and I am WAY too ambitious. In this video, I found out our game is plot-driven, and I literally have a Game Bible written with all the little details about the world and the universe the game takes place in. I know our game will never be as big as all those others, but still I really like just thinking out all the little details and creating my own world.

  12. This is a well timed video. That 7 -10 minute window is the sweet spot + everything you spoke about fit in perfectly. Thank you sir.

  13. Still best channel when I have a problem of anything I come to this channel and it gives me some sort of clarity.

  14. Yea, I always focus on lore the most in my game world , I’m trying to find a laptop to program my world in but these days laptops are expensive

  15. A game is like food on the plate.

    Plate is the lore, food is the plot and what you eat with is the character.

    Never put soup on a flat plate and expect anyone to eat it with a fork.

  16. Well if you want to simplify "plot" like that, that's the plot of 17,000 million stories across time and space, but the details of the bad guy's plan, the way they're beaten, etc, are all relevant.

  17. what's great about a game is that it can be super long and your demographic won't complain. as long as it is actually good.

  18. After watching this video I am convinced to make a game utilizing all three elements to make the perfect video game. With that aside, I agree with what you are trying to convey.

  19. Ok Plot is something I'm having trouble with😂. I have 3 main characters with different goals. And yes it's an rpg

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