100 days: website launch

Sunday, November 24, 2013

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Exciting news! 100 is a website that invites people to learn a new skill or begin a project, work on it consecutively for 100 days, and share their experiences online. I've been uploading videos of my design progress to 100 since the site was in its beta stage, and just recently the site launched to the public.

To follow my progress, check out my page here. To see what others are doing on 100 or to get involved yourself, click here.

100 days: day 55

Sunday, November 3, 2013

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In addition to following The Game Maker's Apprentice (I'm into my fourth game in Apprentice) and its sequel, I'm also taking notes on screenwriting and story structure within games. The Ultimate Guide to Video Game Writing and Design has been very helpful so far, and as I play games, I can't help but study them and break down their core narrative bits - what works, what doesn't, and why. What makes interactive storytelling effective or ineffective?

These are just the basics, but the basics are important.

Game audience expectations are..

To be engaged.
To be in control.
To be playing.

Players should be challenged with clear and achievable goals, rewarded for achieving goals, and made to feel in control through choices given to them within the game. Avoid punishing players for things out of their control and confusing players with too much control. Feedback is important as it helps the player know what they are doing is correct or incorrect. Share feedback and cues in creative ways.

As for writing and narrative?

William Zinsser, author of On Writing Well, says the four indispensable qualities of good writing are clarity, personality, simplicity, and warmth.

According to The Ultimate Guide - in game writing, changes are a part of the process. Build your stories to break. The process of game writing is always in motion and revision. Change means you are moving forward - embrace it.

Story and gameplay should blend seamlessly. A large problem with game writing is often the needs of the game conflict with the needs of the story. In this scenario, something needs to change.

Plot = dramatic tension. Also, plot = gameplay.

Something I learned from a recent Idle Thumbs podcast, in which Sean Vanaman and Jake Rodkin talked about their experience with Telltale Games, is this - never rely on just one emotion or event to motivate a character's actions. If a character only has one reason to, for instance, be angry with the PC, it's a flawed scenario. Add layers of unspoken, subtle depth to character feelings and actions.

And one of the most important points of all.. Don't say it, show it. Or rather, don't show it, play it.

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