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Hannah Nicklin

Writing for Games

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  • billecarthar citeratför 2 år sedan
    excellent source of further reading on story in videogames with more of a focus on narrative design, then I would recommend starting with Emily Short’s invaluable blog.
  • billecarthar citeratför 3 månader sedan
    David Edgar, How Plays Work
  • billecarthar citeratför 3 månader sedan
    What’s important is that the player is acting, leaning in, and playing ‘as’ the character very often.
  • billecarthar citeratför 4 månader sedan
    Characterisation can be derived from disagreement, silence, and lack of effect.
  • billecarthar citeratför 4 månader sedan
    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.
  • billecarthar citeratför 4 månader sedan
    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.
  • billecarthar citeratför 4 månader sedan
    Stewart Lee’s How I Escaped My Certain Fate
  • Rustam Tagievhar citerati fjol
    Mary Flanagan’s Critical Play (2009)
  • Rustam Tagievhar citerati fjol
    The Theatre of the Oppressed (Boal, 1993
  • Дмитрий Веснинhar citerati fjol
    Elements of form in games are ways the storytelling is shaped by the writer, the design, the gameplay, and by the player. These elements include:

    Register (poetic, prose-like, script-like, sitcom-like)
    Length (vignette, 3–5 acts, epic)
    Parcelling of story (episodic, sequel based, mission based, through environment, through encounters)
    Agency (play between cutscenes, open world, multiple middles, multiple endings)
    Platform and proximity (mobile, console, PC, local multiplayer, online multiplayer, non-screen focused)
    Unit of attention (how long a play session is meant to be – a commute, a bathroom break, an evening, a weekend day)
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