3. We started the writing process late in the production timeline and did not bring a writer onto the project until the end. A major part of our game experience is the dialogue and narrative. Despite multiple people’s efforts, we were not hitting the desired writing quality and knew there was lots of content left to write. It seems obvious now, but when creating a game experience that is so dependent on the dialogue and narrative, it is essential to work with a creative or dramatic writer who can help translate scenarios into emotional expressions.
Great reflection by the Half the Sky team on their process. I’ve highlighted the point most relevant to English majors thinking about the game industry, or English professors like me thinking about designing a game class. Turns out dialogue and narrative matter.
As for the game itself, I only played it once. The simplicity of it all (more than just the narrative and dialogue) did not hook me, but what a great concept for Games for Change players to build on.