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What is it like to write for a game that is actively being created or changed? For example, the Star Map and Jump Mechanics have not been narrowed down. How do you take this into account in your writing process?asked by Kommadore

TL;DRBecause details are still being worked out, the writers stay vague on specifics and focus on emotion and character, and only release information that is confirmed and deliverable.

It actually explains part of the reason why so many of the questions are asked of us that we need to kind of soft pedal around to a certain degree. The details are being figured out, but from our perspective sometimes details are good and sometimes it makes you more creative to figure out a way to explain the emotion or the character without getting into that, you know, necessary specific specifics.That said, there are some aspects of the game which are... internally we have a bit more advanced but maybe isn't confirmed or isn't quite done... we need to make sure that when we do put any kind of information out there we just make sure that it's something that should be getting out there, that is confirmed, and that is something that we can actually deliver for you guys. So, it's something that we're always conscious of. We have many layers of people looking at it just to make sure that make sure that... "Wait, wait, wait... we can't... we need to be careful about that quite yet."

There's definitely times when you wish that everything was locked in so you could just have answers but that kind of open-endedness can be fun to explore sometimes and not getting bogged down in specific mechanics when we're doing our stories and really focusing in more on feelings and emotions of the story and flying. It's not about the landing, it's about the exhilaration of the experience and that's where we can add in from a lore perspective and also...It's this really interesting triangle of development as far as kind of this in-progress works which kind of makes it a really fun project to be on where design, art, and narrative are all working... and it can start at any one of those points. Art can come up with a cool piece of concept art that then design takes and tries to make functional and then we have to explain or we come up with this idea of... the Cargolympics was something really silly that we thought of but design really liked and was like... looking at possibly making a thing. So, it kind of all feeds into each other and it can start anywhere and it's really that kind of organic creative process.

Yeah, it's nice to have people from other departments walk into our office and be like, "Hey, we had a great idea!" and kind of be able to hear that and... "That will be perfect to incorporate in or play around with." So, it's good to have ideas coming from all different directions.

10 for the Writers›Episode 03·
Published on this date.1 Jun 2015