Here is a link to an interview with Rocksteady’s Paul Crocker, Lead Narrative Designer on Batman: Arkham City, and Paul Dini.
It is an interesting piece because it shows that, as well as a noted Batman storyteller, Rocksteady hired a narrative designer to incorporate the story elements into gameplay, and their individual takes on the storytelling process are interesting.
Crocker’s description of the side quests and optional story elements being a “late addition” to Batman: Arkham Asylum that went on to form the crux of the story for Arkham City is intriguing. This mechanic rewarded players that explored and played the game thoroughly, but, in story terms, could marginalise those who didn’t search through every inch of the first game. It will be interesting to see how this is handled in Arkham City. Personally, I admire using the story as a means to encourage exploration, but feedback on the game will be interesting.
Dini, when talking about the Mad Hatter’s exclusion from the first game, gives an interesting insight into the writing process. Clearly not every good idea can make it in.
Finally, the quote that explains why the first game works so well and the focus for the second game: “if the ogre isn’t going to kill the hero or the dragon isn’t deadly, the rest of the story isn’t going to work”. The Batman rogues gallery will work in Arkham City, despite their diversity and general oddness, because they will but the Dark Knight in very real danger.
Drama is conflict.
http://www.joystiq.com/2011/07/26/rocksteady-and-paul-dini-on-the-storytelling-in-batman-arkham-c/