Familial relationships do often adhere to a stereotype or format, but to turn from stereotype to character, consider how you will complicate your characters, and demonstrate that through dialogue-driven exposition.
billecarthas quoted7 months ago
Choice and agency are part of the material of storytelling in games – and you can make decisions against the grain of players’ expectations for better storytelling.
billecarthas quoted7 months ago
Characterisation can be derived from disagreement, silence, and lack of effect.
billecarthas quoted7 months ago
What’s important is that the player is acting, leaning in, and playing ‘as’ the character very often.
billecarthas quoted7 months ago
David Edgar, How Plays Work
Дмитрий Веснинhas quoted2 years ago
Games exceptionalism – as I’m going to term it – is a totally understandable position, but not a healthy one.
Дмитрий Веснинhas quoted2 years ago
If you believe that if you tell a story in a game, that it is automatically immersive, then you are failing to understand videogames as a material.
Дмитрий Веснинhas quoted2 years ago
It has been necessary to cut a lot of nuance and detail in attempting to summarise game design processes and roles in so short a space, so if you would like a whole book dedicated to it, I recommend Richard Lemarchand’s A Playful Production Process: For Game Designers (and Everyone).
Дмитрий Веснинhas quoted2 years ago
Do not trust someone whose only source is McKee and Snyder with game story decisions.