Rhianna Pratchett chats to Critical Gamer
April 15, 2010 by Patrick G
Filed under Features, Interviews
As far as narrative vision goes, much of it depends on when you’re brought onboard as a writer/narrative designer. If it’s during pre-production (which is rare for writers) you can have more sway in shaping the structure of the story. If you’re taken in during production, especially if all the level design is in place, then it’s more a case of trying to shape a story around what’s already there. And since it can often have been created without narrative in mind, we’re pretty much talking about trying to fit square pegs into round holes.
What Have You Achieved?
My gamerscore is quite pathetic. I have owned a 360 for well over a year now and I still clock in on just less than 2000. I blame this on the fact that I have been cursed with two hugely incompatible human traits; perfectionism and being really shit at games.