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David Gaider, lead writer of the Dragon Age series, feels narrative gives the player a reason to care about what they're fighting for. Chris Avellone of Obsidian Entertainment, developers of Fallout: New Vegas, doesn't know whether story even matters to the gameplay experience, and ponders if narrative's role is to create backdrops, letting the systems and the player's interactions with them create the story. And Ken Levine of Irrational Games, who is releasing BioShock Infinite this fall, believes that story gives context for player experience, but the value of narrative in video games is rather marginal. Levine thinks his job is primarily to present an environment for the player.
Gaider's answers might sound more like what we'd expect to hear from all three men, who are known for their skills in telling tales, but their answers underscore the complicated relationship between stories in video games and video game mechanics.
Levine is more concerned with environment than the words he's going to write. “I would say the best tool we have to sell our story is the world. The visual space...if you think about dialogue, especially in a first person shooter...the environment gives you so much information,” he said. “You can take in so much more visual information than you can take in audio information.”
















