- lypophrenia: a feeling of sadness seemingly without a cause
- drapetomania: an overwhelming urge to run away
- escapism: a mental desire to retreat from unpleasant realities through fantasy
- wanderlust: a desire to travel, to understand one’s very existence
- dysania: the state of finding it difficult to get out of bed in the morning
- sanctuary: a small safe place in a troubling world
- metathesiophobia: fear of change
Makes me happy knowing an entry I made accumulated this many notes.
Absolutely perfect.
The reasons I love Hayao Miyazaki.
On Narrative Design (Part 10 - Getting the Job)
(Part 9 - available here.)
Technically this isn’t part of narrative design, but it’s the question I get asked THE most often: how does one get a job working as a writer in the games industry? The real short answer is: you don’t… but that doesn’t necessarily mean you shouldn’t try. So the slightly longer answer, should you be willing to try, I’ll relate here. (I also did this once before in a series of three articles for the BioWare blog: Part 1, Part 2 and Part 3).
I have a question, if you’ll indulge me. If you were creating a simple quest for a job application, would you create only the characters central to the quest (for example, the Main Character and the Quest-giver) or would you also create companions for the MC? One of the distinguishing features of the DA IP is that the MC will have companions that have their own moral compass and approve or disapprove of the player’s actions. In the DA games, even for a simple “go there, fetch that” sort of quest, you’d have a party with you and they would undoubtedly comment on what’s going on. So, just like you would provide different voices for the MC, would you also invent a set of companions to accompany the MC on this quest, or would that be complicating things too much? (Hope it’s not a stupid question). Thanks!
Pan-pan-pan-pan-pan-apn… paraba.. para pam-pam (no puedo sacarmela de la cabeza)

