by Jeff Tidball | May 17, 2010 | Design, Story
John August answered a question about screenwriting from theme last week on his blog. He dismisses a few classic ways to define theme out of hand, and from the writer’s perspective, good riddance to them. Writing a story to prove some greater truth about the...
by Jeff Tidball | Apr 26, 2010 | RPGs, Story
If you didn’t catch it last week, check out “Days of High Adventure: Gaming Fiction,” Matt Forbeck’s recent article at The Escapist about gaming tie-in fiction. He begins with a highly informed discussion of the fundamental differences between...
by Will Hindmarch | Apr 13, 2010 | Design, Story, Video Games
The new Splinter Cell game hinges on a game mechanic that I expect to get a lot of flak. It’s being called “mark and execute,” and I think I love it. Here’s a bit from a GamePro interview with Maxime Beland, Creative Director at Ubisoft...
by Jeff Tidball | Mar 29, 2010 | Story, Video Games
In an extreme test of my generic dictum that a story can improve any game, I read this morning that Flick Bowling 2 for the iPhone has a story mode. As summarized in CNET’s review: The story goes like this: On a regular day of bowling with your friend, suddenly...
by Will Hindmarch | Mar 18, 2010 | Question, Story
Twitter just isn’t affording the room to answer and engage with this question the way I’d like, so I’ve brought it here: Why is the action in a game separate from the story when the action in a film is a part of it?
by Jason L Blair | Mar 10, 2010 | Story, Video Games
by Jason L Blair Those who only view footage of Heavy Rain or whose button presses are laden with skepticism may well file away game developer Quantic Dream’s latest release as nothing more than a pretender to the Dragon’s Lair throne. Anyone who plays the...