When I first began writing for games, I believed it the same rule as other mediums: conflict = story. But the interactive nature of games changes how narrative conflict feels for players. You're not watching a car crash, you're *in* the car crash.https://twitter.com/sarahlongthorne/status/1278648308693716993 …
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By losing objectivity, we lose what makes drama fun and turn it into stress. Which is fine when we apply it with a light, deliberate touch. But when you've been taught to apply conflict liberally to keep people hooked? In this medium, that can go awry.
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I'd like to compliment the writers at
@fuseboxgames in this regard. Season 3 of Love Island has so far been a fantastic and, I'd say, successful exploration into "what if it was just... fun?", "what if people were just... nice?", "what if we just... enjoyed our time together?"Pokaż ten wątek -
IMO, we as game writers and narrative designers need to be more aware of this distinction, the differing effect of drama. It's an opportunity to play around with what we can achieve that authors, screenwriters can't, then apply it with intention.
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MCV 30 Under 30 2021