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Writer/ers wanted.

Started by A_T_R_E_Y_U 4 replies 1k views
Original Post
A_T_R_E_Y_U
A_T_R_E_Y_U
Hello, Im looking for 1 or 2 writers to help come up with concept ideals for a mmorpg. , Thank you.
Live Love Burn Die
acidwillburnyou
acidwillburnyou
who are you?
what mmo?
what type of ideas?
where's the template?

Just some questions people might flame you with. Just advising you ;)
Borkhan
Borkhan
there is a template in a sticky thread, in this forum above, for presenting what you want....
A_T_R_E_Y_U
A_T_R_E_Y_U
Oky thats what im talking about i need someone to help with the story.
Live Love Burn Die
eLIET
eLIET
ehm kid, don't start another morpg that never gets done, start small first, finish a small game completely and than you'll be ready for something harder ;)

greetz,

me
adventuredesign
adventuredesign
Hi A_T_R_E_Y_U;

If you do get any good writers to help you come up with the story, speaking from experience, they will be able to delivery just about anything that you want.

The inherent problematic in this process is that oftentimes, a good writer will challenge the game designer into thinking about the possibilities for storyline the writer(s) has offered, and it stalls the project while the designer figures out which choices are right for their game, and the writer has worked their brains out helping you for no money probably for quite some time, and sees that no progress is being made on the game and their idea from the outside, and all the good work that went into creating work that a game designer could use is going to rot, even if it is just a lot of time passing for the game designer to choose which idea to implement.

In order to avoid this scenario, let me recommend you do a little world defining exercise that will keep a writer from wasting valuable hours because you did some physical description and antropologic detailing preventing somebody with the imaginative faculty of literary composition from overwriting your game story.

Focus specifically on the simple physical architecture of the game. How big (in square miles or feet) the game world is. This will limit in a realistic sense how many factors a writer can introduce as a function of environmental plausibility. Get clear and stick with what time period (contemporary, future or historical) the game takes place in. This will limit logical or plausible factor or element or character introductions a writer can create, saving time for the writer and time for the developer.

Get a clear idea of the conflict and be able to describe it in as precise a terms as possible so the writer, looking at a set of character biographical profile data can postulate actions, emotions, abilities and characteristics consistent with that character's limit or superlimits by design.

These processes will not only expose weaknesses that will cost you dearly in take away play value from the player/buyer's perspective, critical acclaim or lack of it (both expert and audience/consumer, but will also indicate implementation opportunities and challenges.

So, in summary, define as exactly and precisely as possible what the size, time, settings, characters and conflict are before you get writers on board (and good ones will want to see you have done some order of thinking on these issues anyway if they are good enough writers for you to even want to be on board your project, as well as if you are a good enough designer for them to want to be associated and productive for your project) your game design.

Good Luck,
Adventuredesign
Always without desire we must be found, If its deep mystery we would sound; But if desire always within us be, Its outer fringe is all that we shall see. - The Tao

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