Ars Technica re-investigates writing in gaming

Now we know many gaming sites have re-iterated and argued this point over and over again – that the story concepts and the driving of the story are just as important as the quality of the visuals. But given Ars Technica’s technical nature and prowess over technology, it’s amazing they’ve been able to put their point across so vividly with a game everyone could relate to.

One important aspect in game design entails a good story. - Image 1 

Well, just about everyone in gaming of course. Valve’s Half-Life 2 was the first of the games they cited in their multi-part investigation, whose story was written by Mark Laidlaw. The incredible effort and time placed into the “written” content of the game reflects immediately in the opening sequence.

We don’t know about you, however, but Half-Life 2 still isn’t a keeper in this blogger’s books if it comes to gauging art. In fact, aside from the opening sequence, there’s very little dialogue or “written” content that is memorable in the game. Even after playing the game over 10 times.

You can hop right into the article by Ben Kuchera over at Ars Technica via the “Read” link below. Currently, the article spurred another heated discussion about graphics and visuals versus game design and storylines over at digg.com”>Digg, but if you’d like top place your two-cents right here, feel free to do so.

Now we know many gaming sites have re-iterated and argued this point over and over again – that the story concepts and the driving of the story are just as important as the quality of the visuals. But given Ars Technica’s technical nature and prowess over technology, it’s amazing they’ve been able to put their point across so vividly with a game everyone could relate to.

One important aspect in game design entails a good story. - Image 1 

Well, just about everyone in gaming of course. Valve’s Half-Life 2 was the first of the games they cited in their multi-part investigation, whose story was written by Mark Laidlaw. The incredible effort and time placed into the “written” content of the game reflects immediately in the opening sequence.

We don’t know about you, however, but Half-Life 2 still isn’t a keeper in this blogger’s books if it comes to gauging art. In fact, aside from the opening sequence, there’s very little dialogue or “written” content that is memorable in the game. Even after playing the game over 10 times.

You can hop right into the article by Ben Kuchera over at Ars Technica via the “Read” link below. Currently, the article spurred another heated discussion about graphics and visuals versus game design and storylines over at digg.com”>Digg, but if you’d like top place your two-cents right here, feel free to do so.

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