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On a slightly different note, the upcoming "Tides of Numenera" has a strong focus on story and character for a game, from what I’ve heard. As a prose author, what is it like writing for a video game?
It was so fun! I grew up playing RPGs, so it was one of my bright-eyed dreams to write for one someday. I still can’t believe it came true! Writing for "Torment: Tides of Numenera" was very different from novel writing, since I wasn’t in charge of the entire story like I am with my books. It was a much more collaborative process.
Natalie Whipple will be at Salt Lake Comic Con all three days.
I worked with the team at InXile. They assigned me a specific section of the story, then I wrote up a detailed document of what things would look like, how the story was supposed to progress, what kind of combat and conversations would be taking place, and samples of how the dialogue might go. If they didn’t like what I proposed, I’d have to change it to make sure it fit the vision of the game. I wish I could have worked on it more (they were hoping to have me learn to script some of the actual dialogue in the game), but I didn’t have enough time, since it would have become a part-time job hour-wise. I’m still pretty bummed that my busy publishing schedule prevented me from doing that.
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