This link has been bookmarked by 3 people . It was first bookmarked on 08 Aug 2008, by Gerhard Stoltz.
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Sarah SutterGames trying to get to a "new mode of storytelling" with a "genuinely interactive narrative experience [for] the player".
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This core notion - that "interactive gaming" in its current state is essentially a sender-receiver relationship between designer and player - serves as the basis for nearly all the brainstorming and deep thinking about narrative video games tod
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They believe what a growing number of designers now believe: the designer builds a system, but the player authors the story
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And at the same time on the level design side
isn't primarily there just to kind of help concoct missions, but is really
there to try to make sure that every time the player feels like they ought to
have a say in the way things are unfolding, that there's some system that
supports it. -
We just say, let's take the player as close as we can,...put him into this really, really difficult
position, a terrible situation that probably most of us would like to
avoid if
we could, and try to get him to make decisions in a way that will help
him
survive, that will help him pursue his larger goals, that will allow
him to
potentially change those larger goals if
he decides that he doesn't believe in them anymore, and to be able to
deal with
characters and situations on a case by case basis. In other words, give
him the
freedom to fuck up, give him the freedom to have a moment of triumph,
or a
moment of weakness, or moments of regret. - 5 more annotations...
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