How FPS Storylines Are Written
Might E. Mouse writes "Cynics might say 'Who needs a storyline for an FPS game?' and if we're talking Quake or Doom then fair enough. But to brand the entire genre as lacking in story is to condemn gems like Half-Life 2 or Chronicles of Riddick. So what goes into writing a really compelling storyline for an FPS game? bit-tech has an article exploring this topic with the likes of Martin Lancaster, writer / designer for Crysis, Rob Yescombe, writer of Haze and more: 'There's nothing wrong with that of course, back in the day Quake was amazing in its own, essentially plotless, right. But it's interesting that only recently has a push for coherently told storylines appeared among FPS fans, bought on by another few years of maturity in what is an undeniably young medium. Paintings and music have both been around since time out of mind, but computer games have only been around for a couple of decades and only recently have they begun to be recognized for the artistic merit posed by their interactivity.'"
Oh look, he's got a "kidnapped sidekick" story ball.
1. Load rough drafts into shotgun 2. Fire shot gun into wall 3. Paste shreds randomly together 4. ??? 5. Profit!
Man is the lowest-cost, 150-pound, nonlinear, all-purpose computer system which can be mass-produced by unskilled labor.
By that definition, Daikatana was definitely art.
Also try Minesweeper and Tetris.
You have just described a game that I would like to play. Please let me know when you start the BETA, as I would like to be a tester.
"I'm just here to regulate funkiness."
All I've got is the design document... and a dream... that one day..
Wait Im at work, I don't have time for the next part. With any luck I'll call you sometimes in the next 10 years.
You mad