#25 Group Psychology

This time we will take a quick dive into the dynamics and regulations that may emerge in groups. I will try applying the won knowledge in a quest design thought experiment. Group Psychology In post #12 I mentioned dynamics between characters, which “are concerned with the processes happening in and between characters”. I linked theContinueContinue reading “#25 Group Psychology”

#24 Dialog Systems & Ocularis

Today we’re going to talk about dialog systems, their integration in quest systems, and how I implemented such a thing. Dialog Systems Let’s hear what Chris Bateman has to say about dialog systems (or engines): A dialogue engine is the means by which a game speaks. This software mediates the delivery of all dialogue (andContinueContinue reading “#24 Dialog Systems & Ocularis”

#23 Queer Quests

Queer quests! What is that, I hear myself ask. Pride month being about, I got inspired to connect a concept learned in university about games with quests in particular. In the end, such a quest will be written. Queering Quests What, is queering? What is – queer? I’ll come to this right now. deconstruct existingContinueContinue reading “#23 Queer Quests”

#22 Non-linear Stories & The Witcher 3

Today I’m doing some theorizing on non-linear stories, finding a few design guidances usable for them – in particular those involving consequential player choices. The third part will cover how I change my witcher quest design to better accomodate those guidelines. Non-linear Stories At this point, I’d like to present some terms more “scientific” thanContinueContinue reading “#22 Non-linear Stories & The Witcher 3”