Just a quick blog before I head out to San Diego tomorrow to join the 5 day revelry that is Comic-con. I have had many plans this year fall through for conventions, so it’s a bit of a relief that the one I was sure I wasn’t going to get in I got a pass for. Next year I hope my Pro badge gets approved to avoid the stress of not knowing.
Regarding Shadowdawn: Genesis progress, there was a plot hole at the start of a major arc in the game script that I had spent a year going over, trying to convince myself it was ok just to make sure the game stayed in focus on scope, but there was just no way I could get characters to realize important facts without contrivances or deus ex machina to get Arashi and co. from point A to point B. I also needed to give more screen time to two of the party members to flesh out their story and involvement, so I did some major rewriting this last month. I really feel the changes are for the better and make for a much more exciting story. Now my desk is covered in index cards keeping the more non-linear elements manageable from this point on, but still trying to make sure the characters have plenty to say. One thing I’ve noticed is that when games lose their linearity, dialog tends to be simplified and impersonal (aside from the floating party member friendship/romance arcs some games like BioWare have), I’m hoping my method of plot-writing addresses that.
Sorry for the short update, but thanks for reading and see you next time!