From creating either more fantastical or more true to life cinematic scenes-as in The Getaway: Black Monday's exhaustive performance capture system-to creating a story that has different endings and that can be experienced and, effectively, altered by multiple participants at the same time, gamemakers face some familiar and some very unfamiliar challenges. This issue, we look at who they are, how they like to work and what they think the evolution of interactive entertainment will look like.
Once again, as it does with most people whose job is to entice people to spend time in front of a screen of any size, much of the discussion boiled down to that one ever-loving word: story. With games, of course, story must exist in harmony with the game's essence, which is ... well, gaming. As one of the game's writers notes in the interview, "A good story can't make a bad game good, but it can make a good game great. Gameplay is still king." It's a dynamic that has some relevance to those who are now creating entertainment properties whose essence is serving a brand. It could be reinterpreted as: A good story can't make a nonexistent marketing idea good, but it can make a good one unforgettable.
*(Credit for this and for the general awesome nature of the cover photograph goes, along with thanks, to photographer Comrade, who plussed the crap out of a poorly articulated concept and did so with zero attitude).