the amopunt of "DENSE" in this thread is too high.
For fuck sakes........
her point is clear and HAS been proved over and over. in MOST, the LARGE MAJORITY of all great game company, where the greatest art assets lie, where the big budgets are... you cannot come in with a super story and have a game built around that.
in MOST cases, it's the other way around. There is a mechanic, a game is built around that. Then the story gets added in, and it has to fit all the possibilities and limitations of the mechanics already agreed by the technical team. Even if they
have no point in the story the writer would like to tell, regardless of how good it may be.
It's like you getting a book deal worldwide where you are told to write a book but are given a box with marketing assets and description of characters, places and events that your book must contain. It can be done, it can even be good, but you will never be able to create the book the way you want to.
Unless you move to a lower tier developer and very specialized games.
her point being that when i want story in my game i should not just look out for Telltalle or the next look-alike. i Should be able to find it in any game that sells itself with a story. So, not ALL games must have a big grand story... but those who do, should be more honest about it. You don't have your engine designer and lead artist defining what a writer can or cannot write about... that's not how you do story properly. And yet, this is how games are done.
So... she can't simply "trailblaze". It's stupid and near sighted to even come to that conclusion. The fact is that, any great writer that want to work in games has 3 options... have a publisher love your work so much that they make games FOR your book (witcher) even if they butch the story here and there... or have your story completely drive the game in lower tiers and tiny budgets (as most indies do). Or get a big paycheck for a big selling game earned in a job well done in a story you wrote by connecting the dots that a bunch of non-writers gave to you.
That's the landscape we have right now, and guess what? the VERY FEW good examples of story leading design of a story based game don't annul the fact that the majority of story driven games is lead by mechanics. And not all writers want that, because it's a limitation of freedom of creativity impose just to market it more.
That's her argument. it's not hard to understand... i baffle to see just how many people here so blindly missed such a simple point.