#52 Empathy

C-Can you feel it?SAMURAI, Chippin’ In Approaching the end, this blog series literally got more emotional. We’re ending this on a high note: Empathy not only as a tool for good storytelling, but also as a principle. The Empathy Principle Good ol’ German Wikipedia differentiates three kinds of empathy: authentic – feeling with someone elseContinueContinue reading “#52 Empathy”

#51 Attachment

This time I’ll talk about the things that bind us. Attachments Seven years ago, I started spending around 270h in The Elder Scrolls V: Skyrim, my first major role-playing game experience. I was catched by the atmosphere, which drove me through the game. The fact that this was a new and long-enduring experience contributed heavilyContinueContinue reading “#51 Attachment”

#50 Emotional Design

In my pursuit for new aspects to learn about in quest design, this time I’m gonna draw from material on emotions in design. Emotional Design The exact source is Donald A. Norman, a well-known designer. His first book, “The Design of Everyday Things” focused – much like this blog did so far – on theContinueContinue reading “#50 Emotional Design”

#48 Staging: Ocularis

Overall, mainly my recent consumption of seeing CD Projekt RED Quest Direktor Paweł Sasko play Cyberpunk 2077 leads to this post. You can join in this source of knowledge and inspiration on his twitch (or YT) canals. Staging For any game with seamless camera direction (meaning e.g. no or almost no cutscenes), staging is probablyContinueContinue reading “#48 Staging: Ocularis”

#47 Quest Archetypes: Snaccoon

We go on in our journey with a concept that is particularly related to genre. Quest and Plot Archetypes, Genre Given a medium, it is imminent that its rules for creation of content are – in general – set. There are of course works that push beyond what we thought were the rule-induced bounds ofContinueContinue reading “#47 Quest Archetypes: Snaccoon”

#46 Pacing: Ocularis

This post’s theoretical input has been in my head since the very beginning of this blogging project. I often intended to write a rather lengthy post about it, but here we are: Time is short and I enjoy writing these small but kinda punchy posts, so no in-depth philosophical inquiry about that topic (though ifContinueContinue reading “#46 Pacing: Ocularis”

#45 Coordination and Polishing: Ocularis

A second quest prototype with the “Ocularis-Engine”! Coordination and Polishing If you understand quests as chains/trees/graphs of events and goals and the quest designer as the one responsible for such an entire experience, then seeing a coordinating aspect to that role is not far fetched. After all, it is not the quest designer who providesContinueContinue reading “#45 Coordination and Polishing: Ocularis”

#44 Open World Quest Design: Ocularis

The Ocularis-series goes on, this time about quest design in an open world. Open World Quest Design Quests, by their very nature, are in tendency more linear in style since they are based on dependencies between events/goals (at least in my conception). And even though quests with small depth and/or great width are possible (e.g.ContinueContinue reading “#44 Open World Quest Design: Ocularis”

#43 Tutorial: Ocularis

Today’s post is about tutorial construction in general and in specific. Tutorials … are about introducing the player to the game experience. This means that the core mechanics (meaning the ways the player can interact), the overall pacing and atmosphere/theme all need to be set up. So a key element to tutorials is the repeatingContinueContinue reading “#43 Tutorial: Ocularis”

#42 Quest Prototype: Ocularis

After a long time of failing to continue, finally a new post. Hopefully a series of them. Prototyping I bring with me something I learned during my university courses: Making a prototype is answering one question. So no matter how aesthatically unpleasant or technically unstable the result is, if it proposed answers to the questionContinueContinue reading “#42 Quest Prototype: Ocularis”