phenomega a écrit:
Les développeur sont le studio Ubisoft de montréal, et ils n'ont aucun rapport avec les scénaristes ( et heureusement )
En fait oui et non. ^^
Carlton Cuse, Damon Lindelof et J.J. Abrams ont rencontré à plusieurs reprises les gens d'Ubisoft pour discuter de l'intrigue du jeu. Seulement Darlton a indiqué plus tard que le jeu est essentiellement "non-canon".
Gadi Pollack a écrit:
We worked very closely with Damon Lindelof and Carlton Cuse, and I would present to them the progress of the game every 5 weeks. They were really involved in the story and worked with us to give it that Lost feel.
In fact Damon Lindelof came up with the ending of the game, which is very Lostish and I am sure everyone will love it.
Gadi Pollack a écrit:
GS UK: Can you tell me a bit about the consultation that you had with the writers of the show? How much input did they actually have?
GP: They had input 100 percent. They would direct us on the story aspects, and then we would tell them [if] for a technical reason, we couldn't do something. They were really the true, true owners of the story. If we didn't have them, I would tell you that we would not be able to achieve this type of product.
So, what we did was it was like this. We would write the story, and then have a conference call to discuss it, because I don’t like to send e-mails [saying], "Here’s a story. Give me your feedback." We always would discuss it over conference calls. And then it was always ending up three- or four-hour conference calls. But these are important.
And then we discussed the script. And then we would send iterations back and forth. So, yes, it was a big back and forth. That's why it took three months. That's a long time to do a story.
GS UK: So, how many people did you have working on the storyline do you think?
GP: We have three scriptwriters, two guys from ABC. I'd say about six or seven people. But not just the storyline, but when you deal with the storyline, you have to also look at how it affects the mechanics of the game. In this story, they'd write [something] but can we actually execute [that] in the game? And there was a quite a lot of things that they don't know how to make games--some of these licensors don't know much about games.