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Showing posts with the label Game Writing

GAME ANNOUNCEMENT: Wake up, dead kosmonaut! (I'm making a game – and you can, too!)

I'm making a game! Purely for my own enjoyment. I highly recommend it. For the moment, I'm calling it: "Wake up, dead kosmonaut!" IT'S GONNA BE WEIRD.

Humans are the most interesting aliens in your game: How to make the fantastical fantastical again in genres of over saturation

It’s a sad fact of narrative design that WHEN EVERYTHING IS CRAZY, NOTHING IS CRAZY.

Why make a game? (Or anything?)

Navigating the teleological terrors which assail creativity in the current age.

Accidental inspiration soup: tone-building in Defender's Quest

We tend to think of world-building as the foundation of any fantastical project, BUT WE ARE WRONG.

Screenshot Saturday

In which a screenshot is enscreenshottened.

So, you want to write a funny game? Part one: Situations Are Serious, People Are Funny

Real stakes require a real world, regardless of how much humor characters use to cope with it.

Cleaning Simulators make me metaphysically uncomfortable

-OR- Is all fun good fun? Distraction, entertainment, and the slow murder of our capacity for satisfaction.

Why are so many videogames about violence?

Bam! Pow! Zap! Other sounds of beeping and blooping digital destruction!

Is what you are doing right now less emotionally fulfilling than moving large bags of rat feces?

Is what you are doing right now less emotionally fulfilling than moving large bags of rat feces?

Narrative Design VS. Sequence Breaking: limited time events in Temple Run Legends

Temple Run: Legends was a really interesting challenge in general, but the trickiest part was definitely the limited time events that the design team wanted to do as post-launch content.

Game writing can't "fix it in post."

Our premise is simple: Don't try to use story to contradict everything else that the player sees and does.

What is "player fantasy" and how can I harness its power for myself?

A quick and simple rundown of the power of "player fantasy" in narrative design

Describing your game 101: writing store copy that tells people what they actually care about

Are you human being who sometimes must describe things to other people to convince them to give you money to feed your children and/or dangerous addiction to high-end Lego castles ?

Stop wasting your item descriptions!

  There's a finite amount of text space in your game. It's a terrible shame to waste any of it.

Making games made me realize that I'm a malformed freak of nature, but at least now I know why none of my shirts fit

  – A Tragedy of Seeing With Open Eyes – – – Also Some Rambling Advice about Narrative Delivery Systems – –