
10-01-2010, 05:55 PM
|
 |
The Ball Team
|
|
Join Date: Jul 2010
Posts: 142
|
|
Meet the writer behind almost all the Mystery Mondays. Martin was originally just going to test the game, but from one thing came another and before we knew it he wrote almost all the Mystery Mondays!
Quote:
Who are you and what do you do on "The Ball"?
A living breathing wannabe indie developer that enjoy most aspects of game development. Art, scripting and code. I have some four years of professional experience in the games industry and work at Starbreeze Studios in Uppsala as a Gameplay Designer. I wrote most of the Mystery Monday texts for The Ball and did a run as a focus tester. Oh, almost forgot: my name is Martin Annander. But it’s not a name you’re likely to have heard before.
When and how did you join the team?
After playing The Ball to help test it, I mentioned that I would gladly write anything that needed writing. One thing led to another, and after a trial run writing one of the Mystery Monday pieces I was asked to write more of them. More then turned into most.
Originally met Teotl Studios’ founder, Sjoerd De Jong, at Starbreeze Studios, during the time he worked there.
How did you start out with writing?
Writing has been a lifetime passion of mine and I worked for a year as a journalist in Sweden, after an internship in the United States. Since then, it’s not something I get paid for, but it’s still a favorite pastime. I mostly write fiction, but there are some articles and theses as well. Whoever lives, and cares, may see.
Prior writing credit includes stuff for pen-and-paper role-playing games, though none you’ve heard of, and some stuff for the free MMORPG Planeshift. Some other stuff, too, but I tend to think more of the next thing in line than of past endeavors.
What has been the most challenging thing you have done on the game?
Coming up with ways to make the Mystery Monday pieces interesting and not just repetition of the same themes over and over. There were already plenty of ideas and source material to draw from, but it was still a challenge. And of course, to fit it into a busy everyday work schedule. Besides, anyone who writes a lot knows that it’s easy to get carried away. So another big challenge has been to keep the word count within a digestible margin: the Internet expression TL;DR exists for a reason.
What do you like the most about the game?
I like the diversity. The way it’s an action game that is a puzzle game and also the way it tells a story in the details, rather than in campy cutscenes. There’s a lot to explore and even more to experience in more than just the game mechanics. And of course those moments when some final revelation turns an impossible puzzle into you cursing your own stupidity and yelling "why didn’t I think of that!". As in any good puzzle game, those moments are what keep you going.
|
|