A while back Chris Pruett (creator of the excellent Chris’s Survival Horror Quest and currently at work with some creepy stuff at Robot Invader) and I had some discussion about common horror / puzzle tropes over twitter. Now all of these little nuggets, and more that came up during subsequent mail discussions, have been collected into a nice blog post by Chris. If you are ever going to make a survival horror please read this first.
5 Core Elements Of Interactive Storytelling
Over the past few years I have had a growing feeling that videogame storytelling is not what it could be. And the core issue is not in the writing, themes, characters or anything like that; instead, the main problem is with the overall delivery. There is always something that hinders me from truly feeling like I am playing a story. After pondering this on and off for quite some time I have come up with a list of five elements that I think are crucial to get the best kind of interactive narrative.
Thoughts on The Last of Us
I have now finished playing The Last of Us and feel it has quite a few things worth discussing. Overall it is a great game and there is a lot that can be learnt from it.
Nailing Down Terminology
One thing lacking in game design, especially when it comes to interactive storytelling, is a proper set of terms. While I do not think having a precise terminology will directly aid in making games better, it will help us communicate better. As proper communication is crucial for progress, proper terms are indirectly an important part of making better storytelling games. Because of this, I am going to go over some terminology that I find essential, what I mean by them and why I define them in a certain manner.
Thoughts on Slender: The Arrival
Slender: The Arrival is the commercial version of a free game called Slender. The original was based upon a a simple concept: find eight pieces of paper before the Slenderman, a now famous creature that started out as an internet meme, gets you. I wrote a blog post about the game when it was released and as a short experiment I found it quite interesting, but wondered how one would make it into a longer experience. So when I heard a commercial version was in the works I became quite curious, and gave it a go soon after release.
Thoughts on Bioshock Infinite
So I just finished Bioshock Infinite and I feel I need to write something about it. There is a lot that is really good about the game, but the way it all comes together seems like a wasted opportunity. This does not mean it is a bad game, far from it.
GDC 2013 Talk
I just finished cleaning up the script for the GDC2013 talk.
Puzzles and Causal Histories
In the last post I brought up a few reasons why puzzles should not be dismissed. In this I will bring up another one: making the player feel as an active force. I refer to this concept as having a causal history. My hope is that it provides a new way to view and evaluate puzzles.
Puzzles, what are they good for?
I recently came a across this article from AdventureGamers about puzzles, and it got me thinking. The article covers the different ways in which puzzles have been swapped for other activities over the years, something that I am very interested in. There is so much great about adventure games that just seem to be held back by their puzzles. It always seem that they break the flow of the experience. I find that many adventure games are more engaging to play when you have a walkthrough close at hand. Of course, consulting a guide has it own share of problems, and is far from an optimal way to play. Some other solution must exist.
Goals and Storytelling
Let’s talk about goals in storytelling games. Not really the far-reaching “save the princess” or “kill the evil dude” kind of goals, but the local and moment-to-moment goals that face a player throughout the experience. I have sort of touched upon this in the scene-approach to high level story telling story design post, but want to discuss it a bit further. I think this is another major reason why there still a need for either violence or puzzles to drive the story forward. The reason being that the player does not know what they should be doing otherwise.