Award-winning writer Rhianna Pratchett recently discussed creating game stories; How difficult it is writing for video games, how much of her writing was cut from Mirror's Edge's final product, why her female characters are a far cry from the female game character archetype, what advice she could give to aspiring game writers, and why she suspects the majority of game writing is so poor.
"Gaming Union: What do you think of DICE's choice to make Mirror's Edge, and now that they're developing a sequel?
Liliegren: Knowing that that product was in development for about seven years.. [laughs] and given that it wasn't Mirror's Edge when we started, but it was one team working on 'the new IP' for seven years, I think they did a strong final. They did something different that people hadn't done before. I think it needed a second generation so they can tweak on it, I played it a lit..."
"Then 2008 came, along with lots of new IPs. Do you think that it was the right strategy to launch that many new IPs so quickly, or, as you look back on it, would you have spread them out?
FG: I'm not the kind of guy who ever looks back. I look back long enough to learn a few things and then apply them going forward. I think in the spirit of your question, I think we launched too many new IPs all at once in Q3.
I would have spread them out and found better windows for them. I would hav..."
"Does "Rock Band" mastermind Alex Rigopulos see a cascade of colored lights in his sleep?
Does "Gears of War" creator Cliff Bleszinski hear snoring that makes him dream hes wielding a Lancer chainsaw?
Does "Burnout" architect Alex Ward dream that his car has flipped?
Just before the Thanksgiving holiday, Patrick and I asked a few game developers how their work in the gaming industry affects their dreams. We heard back from creators behind "Fable II," "Mirror's Edge" and "Alone In The..."
"The upcoming Mirror's Edge is one of the most original-looking titles to come out of the new-style quality-driven Electronic Arts since the company's creative realignment is announced. It was developed by its DICE studio in Sweden, which is best (and, at this juncture, almost exclusively) known for its Battlefield series of shooters.
What drove the creative philosophy of this game? The visuals and gameplay are a departure from the grittiness and combat-focused world of those games.
In t..."
As far as I can tell, EA DICE haven't done many interviews regarding Mirror's Edge. Of course, playing hard to get just makes me want you more, darling. Anyhow, Kikizo has an interview up with one of the producers, Manuel Llanes. I find the writing extraneously fancy, but once you get past that, it's a good read.
If that don't quench your fix, head over to Neoseeker for a look inside the game's non-violent gameplay approach.

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![Box shot of Mirror's Edge [Europe]](http://i.neoseeker.com/boxshots/R2FtZXMvUEMvQWN0aW9uL0FkdmVudHVyZQ==/mirrors_edge_frontcover_small_7mEQUNuhl4MFNEi.jpg)