Case For Writers in Game Development

Replying to the earlier Gamasutra piece arguing against writers in the game industry, Brainstem Games' Ron Toland forms a rebuttal.
(When a writer sits down to build a story, they are usually building a plot.)

There are two mistakes in that sentence. First, building a story means building characters, the relationships between those characters, the setting around the characters, and the conflicts plots that involve the characters. Second, game writers should never sit down alone to build a story. They should meet with the entire team so that the art, sound, game mechanics, and story all work together to craft an interactive experience.

"The work of the writer is inherently linear the work of the designer is typically *not*."

A bold but bogus claim. Has he never played D&D? Read an RPG module that accommodates several different paths to play through? Read a Choose-Your-Own-Adventure book? All of the above were created by writers. All use non-linear storytelling.

Conversely, the work of the designer is often very linear. Super Mario Brothers is an incredibly linear game. So are Portal, the Heroes of Might and Magic series, and many others. All of those games were designed to be linear, and are great games.

Games are often linear because of limitations in technology and time. Writers can help make that linear experience feel more free than it really is, by involving the player in an unfolding story.