![]() 20 personas were written in total, meaning lines were written in 20 different ways Hennessy later told me that it was originally 10 before being doubled so as to properly account for all the dialects and accents present in real world London. Since the player can recruit anyone on the street, the team created personas based on a character's age or gender, which would dictate how lines were written in the game’s script. ![]() Cover art for Ubisoft's Watch Dogs: Legion, featuring hackers and surveillance drones. It was fun to figure out, he said, but also something of a logistical nightmare that it took the narrative team some time to truly figure out. The studio’s previous works, such as Far Cry 5 and Splinter Cell: Blacklist, were relatively straightforward. Hennessy was pretty upfront, saying that Legion was unlike anything the Ubisoft Toronto had ever done before, particularly the narrative team. Ubisoft Toronto’s work on the narrative design for Far Cry 6 can be read here. ![]() This piece specifically focuses on 2020’s Watch Dogs Legion. At GDC 2023, Ubisoft Toronto’s lead writer Heli Kennedy ( Far Cry 6) and narrative designer Brandon Hennessy ( Watch Dogs Legion) talked about the challenges they faced and methods they used to keep the plot vital and give characters strong arcs in their respective games. ![]() Both of those central premises have to support their respective games at all times, especially since they’re both open-world titles. ![]()
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