J.E. Sawyer continues on Formspring

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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>
 
J.E. Sawyer said:
Personally, I try to push our game play in directions that allow players to create their own stories.

I've yet to see one game that succeeds in doing this.
I mean, it would be VERY interesting, and that's one of the main goal I'd be trying to achieve when I'll start working on my own game, but it's not an easy aim and the ones that *tried* in the game industry just demonstrated they haven't got what it takes.
I mean, a game like Fable is not what I would call "creating your own story", because to make stories out of nothing you need to generate socially meaningfull events, and that is not happening, in none of the games I played.
The sad fact is after years of talking and talking about it, we're still to the same point we were ten years ago : scripted-events based story. Therefore I would gladly ask if they are really planning to implement this in NV or if he just mentioned it as a general motivation when making his games.
 
Most "open-world" games accomplish or try to accomplish it. Really depends how you define "stories". Everyone has a story about some crazy shit they did in Just Cause 2 (or GTA for that matter) that is completely plot-separate.
 
Tagaziel said:
Arr0nax said:
I've yet to see one game that succeeds in doing this.

Uh, Fallout?

All stories in fallout are pre-written and tightly scripted. Every single piece of interactivity you'll get to experience has been planned. Your only freedom is in what parts of this pre-written story you choose to explore, and what paths you chose to take.
It's been a while since game developpers have wanted to go beyond this kind of coercitive storytelling, and I'm looking to the day they will succeed. This will take a really strong AI and social interaction system, but it's not impossible to do.

GTA would be the closest thing we got to this goal, but it's still far away and let you create only superficial "stories".
 
You seem a bit overly demanding, there. I mean, games will pretty much always have a limit. No matter what possibilities are programmed in, there will be some things you can't do, because the programmer didn't think of it.

Fallout came as close as I think is possible to shaping your own game.
 
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