Entering Romance Mode. This is what happens when you dont bully neurodivergent people

https://x.com/Sir_Dammed/status/1851314761377747359
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That was written by a woman who reads a lot of YA shit.

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Companion writers:

Taash: Trick Weekes.

Bellara: John Epler.

Emmrich: Sylvia Feketekuty.

Lucanis: Mary Kirby though likely originally in the game by Courtney Woods who wrote him in Tevinter Nights.

Davrin: John Dombrow.

Neve: Unknown though likely Brianne Battye who wrote her in Tevinter Nights.

Harding: Unknown.

If I were to guess who wrote Harding then I would guess Sheryl Chee who has worked on the character in the past and even named her.

Note: Primary writer.

Each companion has one primary writer and editor who both "own" the characters voice.

Other writers:

Patrick Weekes, Lead Writer

John Epler, Franchise Creative Directo

Sylvia Feketekuty, Senior Writer

Sheryl Chee, Senior Writer

Brianne Battye, Senior Writer

Lukas Kristjanson, Senior Writer until September 2023 laid off

Mary Kirby, Senior Writer until September 2023 laid off

John Dombrow, Senior Writer left in August of 2023

Why you need so many writers? There are also few more who left in 2020 and handful of consultants. No wonder AAA games are turning into words words words.

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Seems like they just let some people have the dream opportunity to make tumblr/deviant art character sheets. You repeat the motions of the most expensive table top roleplay exercise someone else has ever got to do.

I don't think it's a bad concept for an immense game to try something like giving a character to a writer, but you'd have to not let it be a highschool theater kid production.

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I think its bad concept. How do you keep tone when you have so many writers. How you keep track continuity. How you have anythitng coherent when you have so many writers.

This game has been in production what? 6 years now. You cant find one or two people to write everything in year? Then maybe hire some nerds to write ingame walls of texts.

Looking at how many writers there is. It explains why i get frustrated with tone changing so much in games or with pacing.

Im not even saying all of those writers suck or are usless. I looked up some of them. Brianne Battye writes poetry and its okey

Cross-legged in rows on sleeping bags. When asked, her Truths don't excite.

They shrug, unconcerned, make fishtails in her waist-length hair.

But maybe this is why they wear half-hearts 'round their throats

and her own neck unchained.

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How do you keep tone when you have so many writers. How you keep track continuity. How you have anythitng coherent when you have so many writers.

100% it could and would be a problem, which is what I meant about theater kid shenanigans. You'd need good project management. But for a really, really expansive game, it could be useful to drop some different voices into some of the characters, and for many neurodivergents like myself, good "filler" can exist - at least as a background detail that you don't actually have to know about. (My preference, more stuff your mind sees but you don't, not stuff to post on /r/vidyadetails. Fine line.) Ubislop BIGGER OPENER BIGGER worlds catch very, very legitimate shit, but I still like the idea of big neurodivergent games and think there's a place for them.

These guys probably looked at the idea with minimal considerations though and just left it to those theater kid DnD shenanigans. "Every character will have an individual voice, it'll be so cool!" and committed more to that and smoothing things out after the fact. That's probably partly how they ended up with so much r-slurred "You need to eat fruit before cookies" character conflicts, because they spent so much time working backwards from "now what would these 2 characters argue about? Ha, ha, like we're making this up on the spot during a critical role inspired tabletop night!"

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Character sheets are actually garbage and are preferred by lorespergs that think creating a wiki article about a character constitutes good characterization.

"Look at me, I've made this character have strengths and weaknesses on this sheet! It's good writing cause it's got a bit of both, just like real people!!!"

Good characters development is done through the act of writing the characters actions in various scenes and dialogue with other characters.

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Im not sure ther is managment that keep it toghetor. Thats why entertainment products fall flat. They are writen by commision. Rather then one persons vision.

Personally i dont like pacing or tonal shifts of modern products. And stuff i like is usually one persons vision.

As for voices of other people. You dont need to have biggest things ever. How about taking that big thing and spliting it two. And let someone else have crack at it.

But im diffrent. I kinda care only if its good. It dosent matter what is behind scene or repesentation. Just quality. And its shit

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You dont need to have biggest things ever.

You don't need it, and they've been sucking harder and harder as they've tried more, but I do want it. And I don't mean different voices for representation's sake, just because if you're trying to have 300 characters with 20 million lines of dialogue, and 10,000 branching paths (which, yes, personal preference), a small writer room might have some issues. At that point I guess you could explore assigning people work by something other than character, but that's a writing/project management thing.

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