“Do you feel that video game writing, and video game story creation differ from other forms of creative writing? If so, how?
Yes, especially for RPGs, because reactivity usually requires you to tell the "story" out of sequence - and usually you have to tell several stories at once depending on how many branches you provide.In general, though, it's better to approach it from the game mechanics standpoint and let what the player can do in the game tell a story. Fallout's good about this - some of the best "stories" I got from Fallout 1 and 2, for example, were ones where Stealth and Combat options spoke for themselves in reactivity and quest solutions. And a lot of child pickpockets got blown up from ticking dynamite that somehow got planted on them - or through accidental repeated injections of super stimpaks.”