3 hours ago, ElvenNeko said:So, a movie director never hires a writer to make a script, because he or maybe the camera man, costumer or someone else already have enough ideas, right? And all of them equally talanted for writing that exacly fits for what movie requires.
Video games are not movies. In the relatively uncommon case where a game studio wishes to make a very specific story-led game and they have a specific writer in mind, they may approach that writer. I don't think I've ever heard of this happening though I'm sure there must be 1 or 2 exceptions in the tens of thousands of games that got made.
What video game studios do have is a studio full of people who have designed games, and often also people who have written stories for games too. So they don't need to go looking for random members of the public to submit stories to them. The people they need are almost always in-house.
3 hours ago, ElvenNeko said:They wasn't born with this expirience, however. Avellone, for example, only had a d&d module writing expirience when he was hired in game dev. He also get to write big games like Fallout already year after his assignment.
(a) 1996 was a very different time - much lower budgets, smaller teams, fewer experienced people.
(b) He joined the industry as a designer, working on other people's game ideas. That option is open to you. What is not open is the option of submitting a game idea and having a studio make it for you.
3 hours ago, ElvenNeko said:If those experts was always correct, they would not be such a huge amount of complete failures among aaa-developers in the last several years.
The AAA games industry, like the film industry and the pop music industry, has always been hit-driven and more about the 'portfolio', with a minority of successes subsidising a majority of 'failures'. It's not about being correct or incorrect and more about making decisions that, on average, keep the company thriving.
3 hours ago, ElvenNeko said:But it seems like the most the can do - is to give "valuable" advices on how to make a "politically correct" games
We get it, you don't respect the industry, you don't like how they make the decisions. Okay. I'm not going to argue with you about it. But, it is the way that it is, and "if the mountain will not come to Muhammad, then Muhammad must go to the mountain".
3 hours ago, ElvenNeko said:That's why every good writer must be able to cut and apart their stories for various unexpected changes, and i can do this as well. However, many of the things you describe should be calculated before game development even started.
Indeed - however, this is where experience in the industry comes in, which you don't have yet. And many things cannot be fully planned out before development starts. The complexity of a large computer game project is too high for that, plus things change all the time. Target platforms change. Personnel leave. One feature ends up taking more CPU time than expected so another one gets reduced. A bug fix in a renderer makes a scene look more correct but render more slowly. Change happens, and the story often suffers. That's the reality of working in an expensive medium.
3 hours ago, ElvenNeko said:Your name isn't Todd Howard by any chance? I just remembered how he justified a terrible FO4 dialogue system with just the same excuse, only to tell later that "it was a mistake".
Facts are facts. Many players don't care about these things. Personally I wouldn't have put Fallout 4 players in that bracket, and that was his mistake. But it doesn't change the underlying constraints on how many resources can be put into storytelling in games.