We in America pride ourselves on freedom of the press, but every day I see, and so do you, this kind of dishonesty and distortion not only in this area but in reporting—about guys like me, for instance, which is of minor importance except to me; but also in reporting world news. How can a free people make decisions without facts? If the press reports world news as they report about me, we’re in trouble.
If you don’t know Jeff Buckley’s music, go and buy a copy of Grace. I can say that without reservation. You will like it. If you do know Jeff’s music – or you’re a writer or musician or artist – you should watch this BBC doc about his life.
Follow the link below for a great read from the always reliable, Polygon.
I worked in video games for a number of years – first as an artist and then as a writer. I must say I’m impressed with the content of Mr. Campbell’s post. This section in particular…
But this only tells part of the story. BioWare has made games in the past that lack the emotional wallop of Inquisition. Technological potential is only rarely realized in game design, most particularly in the area of creating convincing narrative worlds. No, this game’s chief triumph is its writing. The fact that the writing stays good, right through this massive game, is an achievement in itself.
The party members only have so many lines that they can deliver, and many of them can only be delivered once certain story and gameplay triggers have been sprung.
Each line costs money, and each must serve its function in moving the story forward and in creating a bond between the player and the character. Each must also be unique to that character, not merely in terms of the words being spoken, or even the way they are spoken. They must be unique in such a way that a player with only a moderate level of investment could read a line and know which character said which line.
I’m about ten hours into “Inquisition” myself and I agree with the writer’s assessment. Check out his whole piece…