Quote: Original post by OrangyTangQuote: Original post by sunandshadow
Why can't storytelling be a defining feature of games?
Because then it wouldn't be a game, it'd be a movie?
An interactive movie or interactive book is a valid type of game.
Quote: Original post by OrangyTangQuote: Original post by sunandshadow
Why can't storytelling be a defining feature of games?
Because then it wouldn't be a game, it'd be a movie?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Quote: Original post by MSW
its pretty simple actualy....remove everything from the begining story that has nothing to do directly with the first 20 minutes or so of gameplay.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Quote: Original post by sunandshadow
Where does suspense come from then? You create suspense in the audience's minds by giving them a rumor they can't immediately investigate, a question they can't immediately answer, or a puzzle piece that doesn't quite fit anywhere yet.
Quote: This all seems rather abstract to me (I apologize for my lack of vision). I would really like a concrete existing game (preferably one that was a comercial success) example of how to "integrate" a design. Do you know of a specific game that uses this approach successfully. How do they apply that approach to the game to successfully integrate it. Your Actor / Director metaphor is interesting, but I'm a software engineer... not a director or actor, so I need an example that's a little more applicable to what I'm doing (sorry I'm a bit slow).
Quote: Original post by sunandshadowQuote: Original post by MSW
its pretty simple actualy....remove everything from the begining story that has nothing to do directly with the first 20 minutes or so of gameplay.
Where does suspense come from then? You create suspense in the audience's minds by giving them a rumor they can't immediately investigate, a question they can't immediately answer, or a puzzle piece that doesn't quite fit anywhere yet.
My deviantART: http://msw.deviantart.com/
Quote: Original post by Estok
I am not up-to-date on current games, so I can't give you examples of highly integrated designs. But you should be able to compare the integration of different designs (in terms of story and the game). Pick any two games from the same genre, and rate them on your gut feeling on their integration. If you can see that one is better in terms of integration than the other, then you are ready to improve your own design.