Some not uninteresting questions on J.E. Sawyer's Formspring account.<blockquote>What's it like working in a field where everything you put out is scrutinized by online fan groups, many of whom will trash or ooze about the game despite its faults?
You either get used to it or you don't. Some developers never get used to it and basically shut out/write off fan feedback entirely.
Throughout my career, I have felt that it is incredibly important to read and (when possible) respond to fan feedback. It helps professionally ground you and it forces you to defend your ideas to the enduser.
The challenge I sometimes face is getting past my initial aggravation at a person's tone to ask what their underlying concern is. But if I can do that, I usually find that they are reasonable -- even if I don't think I can make them happy.
What kind of balance do you try to strike between player-driven events and plot-driven events?
Within the context of "Obsidian-style" RPGs, we tend to give the player a lot of options, but they are still designer-created events. These options can reward a player's investment or character choices, but ultimately it's just picking from a pre-defined menu.
Personally, I try to push our game play in directions that allow players to create their own stories. I want people to enjoy the stories and characters Obsidian creates, but I also want our game play to be compelling and dynamic enough that player stories overshadow our meager choose-your-own-adventure plots.
Reading through someone else's story can be entertaining and satisfying, but if you get the opportunity to create your own, that adds another layer of enjoyment.
Can a game tell a complex story mostly through environment and inference on the part of the player, or are exposition dumps inevitable?
Certainly. I actually prefer this kind of storytelling, but it can be tricky to pull off. If a developer were to establish hard and fast rules for presentation in a game, I'm sure they could have a rich, complex story with minimal exposition.
I think games like Ico show that developers are capable of presenting narrative in a lot of untraditional ways. I'd like to work on a game with no dialogue -- or dialogue that's all spoken in nonsense/indecipherable language, with intonation and facial expressions being the player's only hints at what's being discussed.</blockquote>
You either get used to it or you don't. Some developers never get used to it and basically shut out/write off fan feedback entirely.
Throughout my career, I have felt that it is incredibly important to read and (when possible) respond to fan feedback. It helps professionally ground you and it forces you to defend your ideas to the enduser.
The challenge I sometimes face is getting past my initial aggravation at a person's tone to ask what their underlying concern is. But if I can do that, I usually find that they are reasonable -- even if I don't think I can make them happy.
What kind of balance do you try to strike between player-driven events and plot-driven events?
Within the context of "Obsidian-style" RPGs, we tend to give the player a lot of options, but they are still designer-created events. These options can reward a player's investment or character choices, but ultimately it's just picking from a pre-defined menu.
Personally, I try to push our game play in directions that allow players to create their own stories. I want people to enjoy the stories and characters Obsidian creates, but I also want our game play to be compelling and dynamic enough that player stories overshadow our meager choose-your-own-adventure plots.
Reading through someone else's story can be entertaining and satisfying, but if you get the opportunity to create your own, that adds another layer of enjoyment.
Can a game tell a complex story mostly through environment and inference on the part of the player, or are exposition dumps inevitable?
Certainly. I actually prefer this kind of storytelling, but it can be tricky to pull off. If a developer were to establish hard and fast rules for presentation in a game, I'm sure they could have a rich, complex story with minimal exposition.
I think games like Ico show that developers are capable of presenting narrative in a lot of untraditional ways. I'd like to work on a game with no dialogue -- or dialogue that's all spoken in nonsense/indecipherable language, with intonation and facial expressions being the player's only hints at what's being discussed.</blockquote>