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#7 | |
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The Greater
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Success is going from failure to failure without loss of enthusiasm. -Cliff Bleszinski |
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#8 |
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Senior Member
Last Online: 06-27-2014 03:12 PM
Join Date: Sep 2003
Posts: 454
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We've been away in Tuscany for a fortnight for the (incredible, marvellous) wedding of our 2nd oldest granddaughter (28 y.o.).
Just read your latest article here! You never cease to amaze me ... brilliant ! |
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#10 |
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Unreliable Narrator
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Thanks again!
I have to ask, though, is anyone going to give me any actual feedback on my articles? A bit of constructive criticism to provoke discussion, perhaps? It's okay, I can take it. Sure, declarations of undying love are nice and all, but how are they going to make me a better game designer, exactly? ![]()
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Squinky is always right, but only for certain values of "always" and "right". |
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#12 | ||
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Super Moderator
Last Online: 05-19-2012 11:09 AM
Join Date: Nov 2004
Location: Ohio
Posts: 8,907
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Squinky, have you ever read Bird by Bird by Anne Lamott? It's her reflections on writing (and life). It's about writing stories (be they novels, short stories, etc). However, she has a chapter on Character. The first bit really reflects what you described in your latest article (in terms of character development).
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#14 |
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Super Moderator
Last Online: 05-19-2012 11:09 AM
Join Date: Nov 2004
Location: Ohio
Posts: 8,907
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Although writing a story that stands on its own is different than a game because you do need to keep an ending and possible plot twists in mind. However, what if the story takes you in a direction that means you have to change some puzzles later on? Do you write the entire story then look at it and decide where puzzles/interactivity can be placed or do you do it as you go along?
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#15 |
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Unreliable Narrator
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Good question. As I'll likely detail in a future article, it's more a matter that the gameplay emerges from the story. I'm not a particularly big fan of separating the two so much; the idea of "placing" puzzles into a story just feels a tad artificial and mechanical to me. So, if the story goes in a different direction, then everything associated with a story goes with it, really.
That said, when I was a bit younger and actually did insert puzzles into my games solely because I thought it would be cool to do so, there were, indeed, times when I'd completely scrap entire sections of puzzles, either because I'd come up with something better, or because I'd found certain things too hard to program, or because I just wanted to make the game shorter so that I could actually finish making it. And since I was going at the puzzle-making in such an artificial way at the time, it didn't really harm the stories all that much.
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Squinky is always right, but only for certain values of "always" and "right". |
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#16 |
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Under pressure.
Last Online: 05-20-2012 02:02 AM
Join Date: Sep 2003
Location: Apeldoorn, The Netherlands
Posts: 3,773
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I find it interesting to know you're building your games around characters. I never realized it, but I came to the conclusion that I'm always building around locations. (and themes)
Great article, D! --Erwin
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> Learn more about my forthcoming point & click adventure: Bad Timing! > Or... Visit Adventure Developers: Everything about developing adventure games. |
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#17 | |
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Unreliable Narrator
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Squinky is always right, but only for certain values of "always" and "right". |
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