In this post I will start talking about the space that quests might play in. I will borough some techniques from level design here and there, but as a matter of fact I’ve already applied some of the rather basic ideas in quest designs of previous posts. Today we begin with a simple map layout.ContinueContinue reading “#13 Space Layout and The Witcher 2”
Category Archives: One Quest Design A Week
#12 Character Webs and The Witcher 2
Today I’m going to talk about and use character webs, a method/principle introduced to me by John Truby in his book “The Anatomy of Story”. Since I am a bit short on time, this post will be a rather short one. Character Webs John Truby begins his chapter on characters with telling the reader thatContinueContinue reading “#12 Character Webs and The Witcher 2”
#11 Character Templates and The Witcher 2
Today I want to talk about characters, both in theory and in practice. I present a short approach to character design and am then going to use it in my Witcher quest. Let’s get into it! Characters It is probably hard to find a book about narrativity (be it in video games or any otherContinueContinue reading “#11 Character Templates and The Witcher 2”
#10 Ideation and The Witcher 2
Today I’m talking about finding and expressing quest design ideas, which in some form is part of every quest design process. I am planning to think of such a process and I hope that my previous and future theoretical posts will help me with that. The second half will present a quest design idea basedContinueContinue reading “#10 Ideation and The Witcher 2”
#09 Ways of Meeting Reality (and Overwatch)
“But to the wizard’s eye there was a faint change, just a hint of transparency, about him\” Today I’ll present to you further philosophical thoughts in a very phenomological way (at least that’s what I’m telling myself), which will get us closer to an overall understanding of games. Furthermore, my Overwatch mission design will findContinueContinue reading “#09 Ways of Meeting Reality (and Overwatch)”
#08 On Time (and Overwatch)
Maybe we still have-.. … Time, Dr. Freeman? Let’s talk about time, then. It is a fascinating thing and a subject for many philosophical questions. But this won’t stop me from trying my own take on it. I will present a kind of definition and add some other observations concerning flow/stillstanding, relativity and finally, whereContinueContinue reading “#08 On Time (and Overwatch)”
#07 On Beauty (and The Lord of the Rings: War of the Ring)
“A thing of beauty – will never fade away” Today for something completely different. I tried writing of narration, but it didn’t work out. So I changed my plans, did some catharsis-inducing activities and now I’ll talk of beauty and in the end, I’ll try making a beautiful quest. A word of warning: This postContinueContinue reading “#07 On Beauty (and The Lord of the Rings: War of the Ring)”
#06 On Play (and The Lord of the Rings: War of the Ring)
Welcome to another blog post. Today I’ll talk about play as a space for player actions and a quest design for one of my favourite (mostly out of nostalgia) real-time strategy games. Also, last weekend the global game jam happened and I participated, so maybe you’ll find here a post on the game I workedContinueContinue reading “#06 On Play (and The Lord of the Rings: War of the Ring)”
#05 On Game Worlds (and Assassin’s Creed)
So today I want to write about the process of interpretation and why “fictional worlds” exist. In the second part I’m continuing my quest design from last week: an Assassin’s Creed quest that uses flags as goal inducers. Play, Layers of Meaning and Fictional Worlds Humans, animals and computers are capable of interpreting their inputs.ContinueContinue reading “#05 On Game Worlds (and Assassin’s Creed)”
#04 On Experienced Games (and Assassin’s Creed)
Today I will try to examine more closely how player experience fits into the framework I have build so far. Consequently we will turn away from looking at how a game exist in our real world towards the subjective experience of a player who is faced with a game. In the second part I’ll presentContinueContinue reading “#04 On Experienced Games (and Assassin’s Creed)”