It seemed like the writers weren't able to change the story as the development process moved forward.lacktheknack said:That doesn't work when you're in the AAA industry where ludonarrative dissonance is so, so common because of the segmented way that games are made.Kurt Cristal said:But hasn't she disproved her own point in that her game-writing skills are well... pretty damn good? Lead the pack! Show everyone else how it's done. "Good for us" may not be "good enough for you", but when you're offering the best, you can only lead by example.
See: Tomb Raider 2013.
One one hand, we have a young woman calling on inner strength she didn't know she had as she attempts to escape a dire situation, and does it by the skin of her teeth. That's the story part that Susan O'Connor is part of.
On the other hand, we have a young woman mowing down baddies in waves. That's the engine, scripting, and actual gameplay part that ruins Susan's best attempts.
It's a trapping of the action genre, really. It's so very hard to have the story she wanted to write in an action game and pull it off well, especially in a risk-adverse environment such as AAA.
If we want story to shine, we have to look to other genres. Personal, character-focused stories are well suited to adventure games. They also work in RPGs, if the story is naturally violent. Epic stories work best in RPGs (due to length) and strategy games (due to scope). Second-rate setpiece-to-setpiece stories are ideal in action games with a shooting focus, and that's where she is right now.
She might have a better time at TellTale, is what I'm trying to say.
The whole Tomb Raider 2013 thing is the perfect example, why didn't she get some input to change maybe a few things with the story to fit that situation. Maybe insist that during the firefights Lara was having mini panic attacks about all the people she was killing and those attacks reduce or slowly disappear until at the end of the game she's killing people in a more matter-of-fact way. The story could remain essentially the same but the character of Lara would be different in some regards.
It's why I will often hark back to Far Cry III and how Jason Brody's character changes from a white rich adrenaline junkie way out of his comfort zone into a deranged B-movie action hero... or how Captain Walker changed during Spec Ops: The Line. The characters REACTED to what they were doing mechanically.