Brian Boudreaux

@Boojro

Quick and dirty tips for storytellers and game designers. I write about ludo narrative topics on my blog right below.

CA
Geregistreerd in februari 2012

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  1. Vastgemaakte Tweet
    3 jan. 2015
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  2. 14 feb. 2015
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  3. 14 feb. 2015

    I re-made STORY TIP #1, since that's the one folks had beef with. It's pretty obv, but still important.

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  4. 13 feb. 2015

    The Arkham games are so bad with this at times it's like you are playing a website.

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  5. 12 feb. 2015

    I always wondered if Booker's kleptomania and dumpster diving was ever going to come up during conversations with LIz

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  6. 11 feb. 2015

    If you find yourself on a well-trodden path, you still have the chance to make your footprints stand out. Just TRY

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  7. heeft geretweet
    10 feb. 2015

    For real needs more followers. is wonderfully written for both casual scholars and those who want to learn.

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  8. 10 feb. 2015

    Gimme the good stuff.

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  9. 4 feb. 2015

    Look to other mediums and you'll find strength, weakness, power, and defeat in so many forms that aren't physical.

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  10. 2 feb. 2015

    Other good examples: shooting the moon in Portal 2, and slow-mo punching Isaac Frost in Fight Night Champion

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  11. 30 jan. 2015

    Imagine if The Last of Us only had a few encounters and they were all as good as the E3 demo.

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  12. 29 jan. 2015

    Show don't tell applies to choices as well. To see what to do and not do with this stuff:

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  13. 28 jan. 2015

    This is why The Walking Dead's choices are usually more meaningful than Heavy Rain's, despite less plot branching.

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  14. 27 jan. 2015

    The 2nd part of yesterday's tip. U always have 2 protagonists, but only a few games have both written equally strong.

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  15. 26 jan. 2015

    Traditionally speaking, of course. Games are still far behind the curve here, probably thanks to sequelitis.

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  16. 25 jan. 2015
    Als antwoord op

    There are still kinks tho. and had a great discussion on my essay about it, in the comments:

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  17. 23 jan. 2015

    Dialogue should allow the player to speak their mind, and get feedback. It shouldn't be about right and wrong answers

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  18. 22 jan. 2015

    Today's tip on dialogue prompt brevity, featuring Mr. Mustachio himself

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  19. 21 jan. 2015

    While un-timed dialogue probably peaked in the Infinity engine era, timed dialogue is still open for innovation.

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  20. 20 jan. 2015

    Argument timing, comedic timing, and all sorts of other things are lost with menu-like dialogue systems.

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  21. 20 jan. 2015

    Dialogue week off to a late start, woops!

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Het laden lijkt wat langer te duren.

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