One of the fondest hopes of any game studio is to create a player experience that is unforgettable; something that will win awards, break sales records, and stand the test of time. One of the most powerful ways to deliver that kind of experience is to ship a game with a great story. But story development in games can be expensive boondoggles, as player agency crashes into the team’s crafted narrative. Are studios destined to struggle and suffer in order to bring gameplay and story together? Or is there a better way? In this talk, game-story fixer Susan O’Connor (BioShock, Tomb Raider, Far Cry franchises) breaks down the three snakepits game-writing teams fall into, over and over - and shares three ladders teams can use to escape those snakepits, once and for all.
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