by Jeff Tidball | Feb 8, 2011 | Business, Design, Video Games
Daniel Clark blogged at Lostgarden recently about the Declaration of Game Designer Independence. More interesting still is the unfiltered Project Horseshoe group report that includes and precedes the Declaration. It advocates—among other things—a certification board...
by Will Hindmarch | Feb 7, 2011 | awards, Story, Video Games, Writing
The Writer’s Guild of America handed out its awards on Saturday night, including its prize for video-game writing. The winner: Assassin’s Creed: Brotherhood from Ubisoft—Story by Patrice Desilets, Jeffrey Yohalem, Corey May; Lead Script Writer: Jeffrey...
by Will Hindmarch | Oct 5, 2010 | Sci Fi, Story, Video Games, Writing
Greg Rucka—he of the comic books Queen & Country and Whiteout—has a new post up on his blog about the gameplay and story of Mass Effect 2. In it, Rucka looks not only at Mass Effect 2 and the storytelling techniques of video-game RPGs but at how they differ from...
by Will Hindmarch | Apr 27, 2010 | Design, Video Games, Writing
In his article, “Analysis: Splinter Cell: Conviction and Moral Quandaries,” which I caught over at Gamasutra, journalist Fraser McMillan wrestles with the bloody new direction that Sam Fisher has taken in the newest Splinter Cell game. I know what...
by Jeff Tidball | Apr 21, 2010 | Video Games
I finally got around to watching Jane McGonigal’s 2010 TED presentation about how the unique skills of online game players might be harnessed to solve epic problems in the real world. It’s worth your 20 minutes if for no other reason than its optimistic...
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...