Editing Arcane University:Writing

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== General ==
 
== General ==
  
[[File:Writingoverview01.png|600px|center|Overview over the areas of game writing]]
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[[File:Writingoverview01.png|600px|Overview over the areas of game writing]]
 
=== Purpose ===
 
=== Purpose ===
 
A writer needs to have profound knowledge of the mechanisms of the game, the history and lore, and most importantly, the unique feeling and methods of making the player feel richly rewarded by his presence in the game world. Writing is a vast field. It includes the most creative opportunities to shape a new concept of a game. But it is also the most critical step because it can provoke structural difficulties, which are hard to overcome in later stages, especially if those stages are not sufficiently considered before. These include the capabilities of Level Design and Implementation. Those have to be able to realize the scenario and still achieve an interesting and evenly paced game experience. Like all fields of game development, writing must be evaluated by the finished content. Did it help the game? Or did it create issues? But even more than any other field, it is a first big step, setting frames and borders and sketching the world and characters. It can potentially annihilate the opportunities of other departments to work with the given writing if those borders are too tight. On the other side, it can also push other departments into completely new experiences and levels, unleashing their potentials, which is the real intention.
 
A writer needs to have profound knowledge of the mechanisms of the game, the history and lore, and most importantly, the unique feeling and methods of making the player feel richly rewarded by his presence in the game world. Writing is a vast field. It includes the most creative opportunities to shape a new concept of a game. But it is also the most critical step because it can provoke structural difficulties, which are hard to overcome in later stages, especially if those stages are not sufficiently considered before. These include the capabilities of Level Design and Implementation. Those have to be able to realize the scenario and still achieve an interesting and evenly paced game experience. Like all fields of game development, writing must be evaluated by the finished content. Did it help the game? Or did it create issues? But even more than any other field, it is a first big step, setting frames and borders and sketching the world and characters. It can potentially annihilate the opportunities of other departments to work with the given writing if those borders are too tight. On the other side, it can also push other departments into completely new experiences and levels, unleashing their potentials, which is the real intention.

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