Venusaur26
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Can Yoko Taro's way of making stories for games be applied for novels and stuff?
Who?Can Yoko Taro's way of making stories for games be applied for novels and stuff?
Is there anything special about his way of making stories? I only skimmed through that talk but all I saw are writing techniques that are known for hundreds of years... can you point me towards the special stuff? Sounds interesting...Can Yoko Taro's way of making stories for games be applied for novels and stuff?
He tends to have philosopher references. And a directed effort for all the side stuff to also relate to the main emotion theme of the game in some way. Which is unusual for a game.Is there anything special about his way of making stories? I only skimmed through that talk but all I saw are writing techniques that are known for hundreds of years... can you point me towards the special stuff? Sounds interesting...
Yeah, but we are talking about writing not gamedesign...Which is unusual for a game.
You asked about what he does that is "special". I answered. You can't accuse me of being off topic when the guy writes the stories for games and not novels.Yeah, but we are talking about writing not gamedesign...
That's the thing. This is uncommon in game design, but nothing you brought up is some new invention for storytelling in general.You asked about what he does that is "special". I answered. You can't accuse me of being off topic when the guy writes the stories for games and not novels.
With some critical thinking, applying what he does to writing is doable. The trick is using the emotion theme with side characters to flesh out the world. Lots of Taro's characters die or grow/change in such a way to thematically fit the overall story. Don't go all "oh shiny" when a new idea pops up. I've seen several authors here just wander around from idea to idea and not link them to a coherent whole.
Neir replicant's theme is hopelessness. If you played the game you would see exactly how he does it. And how everyone, even side mission characters, are dealing with it in different ways.
Compare that to the Dune series. Frank's books have a theme to them. Where as the post mortem books eventually breaks that theme and goes off into an AI tangent.
That's the thing. This is uncommon in game design, but nothing you brought up is some new invention for storytelling in general.
People have been telling stories for thousands of years, so hardly anything truly new ever gets added to the toolkit.
I asked what is special about him "making stories" not "making games", after the OP asked whether this style of "making stories" can be used for novels. The remaining part of my question was also about "writing techniques" not "game design"... so yeah.You asked about what he does that is "special". I answered. You can't accuse me of being off topic when the guy writes the stories for games and not novels.
Hmm. I dunno what to tell you. "Special" is so vague. All I can tell you is what he did, and you judge it.I asked what is special about him "making stories" not "making games", after the OP asked whether this style of "making stories" can be used for novels. The remaining part of my question was also about "writing techniques" not "game design"... so yeah.
But even then, I don't get why you feel the need to be so defensive. I asked something, you read something different in my question, I just said that this wasn't the answer I was looking for based on the topic. I never questioned your insight into gamedesign, nor the overall quality of the game's stories... the guy is probably a way better writer than I'll ever be.
So yeah, good for you for expanding on the stuff. And those are important points every writer should keep in mind if they write certain kinds of stories. I know these points and try (and often fail) to follow them. But as far as writing techniques for novels overall, I didn't see something new/special in there. Even if he uses it outside the box in a different medium and applies it really well.
No! The type of writing I’m referring to is what he calls “reverse writing”, where he thinks of an emotion first, then so onCan Yoko Taro's way of making stories for games be applied for novels and stuff?
Can Yoko Taro's way of making stories for games be applied for novels and stuff?
Is there anything special about his way of making stories? I only skimmed through that talk but all I saw are writing techniques that are known for hundreds of years... can you point me towards the special stuff? Sounds interesting...
The creator of NieR. It had a decent story with the standards JRPG trappings.. But it was fun enough.Who?