
Back in the good ol' days, the story of a first person shooter was nothing more than a loose narrative giving you an excuse to blow the holy bejeezus out of countless bad guys, but these days gamers demand a bit more plot in between reloads.
Bit-Tech spoke with Free Radical's Rob Yescombe (Haze) and Crytek's Martin Lancaster (Crysis) about just what being a "game writer" actually means, as well as the intricacies of shaping a story around gameplay elements. For example, should the main character speak? Says Lancaster:
That very subject came up as a result of my post about Mass Effect. I find that having a completely silent character makes an in-game conversation feel terribly false, pulling me out of the moment, while others feel exactly the same way when their character speaks in a voice that isn't theirs. What's your take on it?
How to write an FPS [Bit-Tech]