Jordan Mechner on Writing for Games: Story Serves Game Design, Not Vice Versa
By
michelangelo
Toasted golden, schmeared with insight. Top of the rack.
Summary
Jordan Mechner discusses the fundamental difference between writing for games versus writing for film. He emphasizes that in game development, the story must serve the game design and player agency, not the other way around. While games may share surface similarities with movies or graphic novels, they are fundamentally different because games are defined by what the player does, not what the audience watches.
Key quotes
· 3 pulledThe thing about writing for games is to remember that the story exists to serve the game design, not the other way around.
As much as a game might look or sound like a movie (or graphic novel, or radio play), those surface similarities can be deceptive and a trap for a writer.
A movie is what an audience sees and hears; it's what the characters do. A game is what the players do.
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