Hannah Nicklin

  • billecarthas quoted7 months ago
    Stewart Lee’s How I Escaped My Certain Fate
  • billecarthas quoted7 months ago
    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.
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