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With more and more cottage game development studios springing up, and much of the professional development pipeline being bypassed, I thought it might be useful to have a discussion about what you think new developers really need to pay attention to that they aren't. (Such as run-on sentences like that one...)

With games being made by smaller teams, and by people without the industry experience of how to manage game development, one often encounters a game in which a key role seems to have been overlooked. So I would like you to have a go at filling in the [blank] of this thread title with one of the game development jobs that too often doesn't get filled the way it should. I will kick it off with:

Dear developers, please hire a WRITER

Writing is one of those things that is harder to do well than it first appears. It is also something at which people can excel partially. One can be great with descriptive language, for example, yet terrible at dialogue. In some games there is very little writing to be done, so there this lack is not critical. But in a story-driven game, or one with a lot of information and character detail to relay, the lack of a good writer can be fatal.

The game which prompted me to bring this topic up is Lone Survivor. I started playing it the other night and overall I enjoy the game mechanics. But the writing does the game no favours, and indeed works against it. It's not the worst writing I've encountered in the game, but it is unbelievably trite. The whole style is of that "teen horror genre" pattern, where it tries to be cool and conversational, and also play up the weirdness and horror. But it is written so artlessly that it detracts from the experience. Worse, there is a lot of it, in a Silent Hill type setting where dialogue should be minimal, and when it does occur it should add to the horror. Instead we get inanities like the character talking to himself about how big and scary a monster he just saw was, in spite of the fact that you just saw it yourself. Either the developer doesn't have faith enough in his game to deliver these impressions on its own, or he is mistaken in thinking all this verbal chaff enhances the experience.

This game is not alone in the sin of not involving a decent writer. Indeed, most indie games seem to suffer from auteur syndrome, in which one developer carries the lion's share of the duties. This can work when you are developing a basic shmup or platformer, but once you get into interactive fiction, you need to be sure your writing can do what it needs to.
I'm sure that as long as you're willing to find the writer and pay, developers will be happy to accept your suggestion.

(Okay, I'm not sure they will, but certainly the fact that one developer does most of the development is often a matter of necessity.)
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ET3D: I'm sure that as long as you're willing to find the writer and pay, developers will be happy to accept your suggestion.

(Okay, I'm not sure they will, but certainly the fact that one developer does most of the development is often a matter of necessity.)
So your point is what? That if something can't be done properly, go ahead and half-ass it? If the developer is a lousy artist then shit graphics are fine? Or if they aren't a musician one should overlook the grating chiptunes?

I really resent your trollish attitude that I should be paying for their writer, because if I'm buying the game, I fucking well am already.
I completely agree that writer skills (drawing an interesting story arc, creating emotions through writing, etc.) tend to be overlooked in the Indie approach to game design, which is deplorable.

On the other hand, if the budget is low, I can understand that a developer tries to do as much as he can by himself. Also, hiring a writer is not necessarily a good solution - I just played "q.u.b.e. Director's Cut", and one of the supposed selling points of that version is that the story was "rewritten by a professional writer". And, sorry to say, the story is the one crappy part in an otherwise pretty good game.

Personally, I think the the best advice that can be given to to devs is to GET FEEDBACK, at an early stage, when fundamental design changes are still viable. Then, based on that feedback, decide whether you need (and can afford) to hire people with skills that complement yours. I'm seeing a lot of games failing because although they are excellent in some ways, they completely fail in others, often neglecting even the most basic guidelines of design. Teaming up with one or two other people could often make the difference between a failed experiment and a true gem of a game.
Post edited June 02, 2014 by Psyringe
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ET3D: I'm sure that as long as you're willing to find the writer and pay, developers will be happy to accept your suggestion.

(Okay, I'm not sure they will, but certainly the fact that one developer does most of the development is often a matter of necessity.)
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IAmSinistar: So your point is what? That if something can't be done properly, go ahead and half-ass it?
RL

:(
Dear Bethesda, please hire a fucking writer. Actually just hire Michael Kirkbride back. Thanks.
Scratch this thread. Thanks though to Psyringe for at least trying to participate in the way that was intended.
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StingingVelvet: Dear Bethesda, please hire a fucking writer. Actually just hire Michael Kirkbride back. Thanks.
^This... And voice actors :)
For large developers there shouldn't be any excuse for not having quality people for all jobs. For small indie devs, with teams under 5-10 I think it's pretty hard to have very good people for all tasks. So they have to compromise. But I agree, depending on the type of the game some aspects are more important than other. For an adventure game writing and story is paramount. While for a strategy game writing may or may not be that important.
Post edited June 02, 2014 by blotunga
Dear developers, please hire a STORY DESIGNER

I consider 'level designing' the art of making mazes with visual, lore and gameplay assets and make the player feel involved in some way.
A 'story designer' would be the guy that keep asking during the developement phase 'wait, why is the player/character doing this again ?'

Too often I find myself starting a game, seeing clean and cleverly crafted introduction to games ... and the more it goes, the more it becomes sloppy. In my opinion a great game has to be well balanced in content between the start and the end, without going completely nonsensical.

For instance, in spite of all my resentment, I had a good time 2 hours into Fallout 3, but in spite of all my goodwill I never could finish that game ; my will could have survive all the weird gameplay elements, the dreadful DC only if an involving story was driving all that.
My second example would be Lionheart : past Barcelona, it's a completely different game without any story I can remember of.

Bottom line : Too much glitter, not enough glider.

--- Edition of the post-fusion ---
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StingingVelvet: Dear Bethesda, please hire a fucking writer. Actually just hire Michael Kirkbride back. Thanks.
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blotunga: ^This... And voice actors :)
^These and animators :o)
Post edited June 02, 2014 by Potzato
Large developers don't really have an excuse. I can be more lenient for small developers.

I knew my artistic abilities suck. Luckily I knew someone who could do good pixel art and he did the player and enemy portraits for Kilgazar, which look great in comparison to my art.

Running on a $0 budget tends to mean corners get cut.
By coincidence I have this criticism of Watchdogs story on other tab:
Watch_Dogs – Special Digital Abridged Edition

Spoliers of course. I found it funny.
Post edited June 02, 2014 by madth3
Dear Indie Developers

If you really really can't higher a writer then it's perfectly acceptable to not have a story. You can just have a small bit of text that sets the scenario (e.g. "You're a big damn hero. These aliens are invading. Go stop 'em."). A bad story with bad voice acting will only diminish the player's experience.
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ChrisSD: Dear Indie Developers

If you really really can't higher a writer then it's perfectly acceptable to not have a story. You can just have a small bit of text that sets the scenario (e.g. "You're a big damn hero. These aliens are invading. Go stop 'em."). A bad story with bad voice acting will only diminish the player's experience.
I wish more AAA developers would take this advice, too. I'm getting increasingly cranky about being made to suffer through lengthy and horribly written and acted cinematics before I can start playing.

Dear developers, please hire a bloody ARTIST!


Yeah, I'm not on about the loner dev with a zero budget here (though I will come back to that particular group in a bit), I'm of course on about the "higher level" indie tier - where there is some money, a team, often a crowdfunding campaign bringing in cash and exposure - and those about to goto that level!
Yes - YOU!

I am sick and tired of being approached by these guys wanting me to basically do all the design work that others on the team will eventually build upon - be it level design, modelling - whatever - for free! - or because it would be "good exposure". NO. Fucking pay the artist or give them a 5 of ownership or have a crappy looking game. Don't just get some student to do it for free - some people need to eat - and some of us actually earn our entire living through our artworking skills. Hell! Some of us want Death by Bacon - but we cannot do that because you refuse to pay us!!!

Of course, this could go for pretty much anyone needing an artist - but I find it particularly sickening when so many flaws in games are there because they DIDN'T HIRE A CONCEPT ARTIST! - they're the people that work these flaws out BEFORE the level designer does!

...and for the loner indie devs - those are the projects I don't mind the idea of working on without initial pay - IF I like the ideas - BUT - I at least expect part ownership of the final product.

So - there you go.

Yours, Artist Without Bacon!
Post edited June 02, 2014 by Sachys
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Sachys: Of course, this could go for pretty much anyone needing an artist - but I find it particularly sickening when so many flaws in games are there because they DIDN'T HIRE A CONCEPT ARTIST! - they're the people that work these flaws out BEFORE the level designer does!
Thanks mate, that's a sterling example of what I'm talking about here. I don't want people to think I'm jumping on tiny-team developers (because I am one myself), but rather I want to expose the penny-wise-pound-foolish shortcuts that some take. You do a good job of illustrating that - if you don't bring in someone to help you get it right at the start, the product suffers all down the line.