BioShock writer tells us a story



Susan O'Connor, who worked as a writer on RPG influenced genre-bender BioShock, has been interviewed at Ars Technica about her experiences writing for games. The interview is part of an excellent three part series covering the importance of story in games.

Part I - Advancing the art of storytelling
Ken Levine is designing Bioshock, a game that draws on the work of Ayn Rand for its story and setting. He may be painting in broad strokes here, but his brutal take on game writers has the ring of truth to it. "Most video game people have read one book and seen one movie in their life, which is Lord of the Rings and Aliens or variations of that," Levine told MTV News, adding, "There's great things in that, but you need some variety."
Part II - Challenges of interactive story-telling
I've always adored the writing in the original Fallout 1 & 2 games from years ago: so many bits and pieces that there was no way to find every piece of the story in a single play through. The Lesbian Library especially stood out as a hallmark of absurdist comedic brilliance. Massive multiplayer games afford the opportunity to expand what Fallout poked its nose into. The trick is to have the means; WoW is a PC application only right now. Though massively popular, it's still not as far-reaching as could be on a console, once consoles can handle those sorts of server loads.
Part III - Creating character with Susan O'Connor

My readers will kill me if I don't at least try: is there anything you can tell us about Bioshock that we don't already know? It has to be exciting to work on a game that has so much buzz behind it.

Bioshock is history for me. I am already heads-down on my next project. It's all in Ken's hands now. And if I breathed a word, he would kill me.

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digg this: | posted by Natasha, 10:14 PM |

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Natasha is a political science student, a gamer, a writer, an armchair philosopher, and a geek. Her first cRPG was Castle of the Winds.

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