
Former BioWare Writer Discusses Impact of Storytelling in Vampire: The Masquerade – Bloodlines
David Gaider reflects on how a level in Bloodlines shaped his views on storytelling vs. combat in games.
In a recent discussion, David Gaider, the former lead writer of BioWare, shared his insights on storytelling within games, particularly emphasizing a famous level from Vampire: The Masquerade – Bloodlines. Gaider recalls the tense, combat-free experience of the Ocean House Hotel level, stating, “There’s a whole plot that takes place in a haunted hotel, where, unlike the rest of the game, there’s no actual combat, but it’s tense from beginning to end.”
This level, according to Gaider, provided him with ammunition for advocating that compelling narratives can engage players just as effectively as action-packed sequences. He often found himself defending against the push for “popcorn fights” to keep players entertained, asserting, “no, they don’t! That doesn’t need to be a thing!”
Gaider’s reflections highlight a broader debate within the gaming industry about the balance between storytelling and gameplay mechanics. He believes that story-driven experiences can maintain player interest, challenging the notion that action must be the sole focus of engagement.
This conversation opens up further reminders of how influential storytelling can be in RPG design, with memories of specific game moments often lingering longer in the minds of players than generic combat encounters.