This post is concerned with the potential of narrations to be captivating, such that you can’t wait to see what’s next. Narration Drive What do I mean by narration drive? Well, the drive (or drives) of a narration is that which makes the audience want to follow that particular telling of a narrative. This mightContinueContinue reading “#29 The Drive of Narration”
Tag Archives: Quest Design
#28 Storytelling and its Reflective Potentials
Blog post #28 has arrived. It is in general about storytelling and specifically about how storytelling manifests in quests in the video game medium. I’ll try applying a very central idea in my very own practical design. Storytelling The introduction to a definition for “storytelling” by the National Storytelling Network (NSN) emphasizes that storytelling isContinueContinue reading “#28 Storytelling and its Reflective Potentials”
#27 Suspense
While we dived into enduring things last time, today I’m going to write about how to use those things which aren’t there yet. It is about the feeling called suspense. Afterwards, I’ll apply my learnings in an unexpected manner. Suspense That, of course, was a lie. But it showcases what I mean: The feelings thatContinueContinue reading “#27 Suspense”
#26 Durability and Impact
Half a Century of Poetry Of late, I’ve been repeatedly thinking about why I actually write all these posts. Why did the bard Dandelion write all his ballads? Why do people write down all their thoughts into countless diaries, sheets of paper, books? One answer to these questions lies in the concept of durability, IContinueContinue reading “#26 Durability and Impact”
#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”
#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”
#21 Character Families & The Witcher 3
In general – a lot of [..] is actually about Geralt – in spite of being an itinerate monster slayer and dealing with a lot of nastiness and sleeping around with sorceresses and making questionable moral decisions – is about Geralt trying to figure out how to re-establish himself within a nuclear family. Today we’llContinueContinue reading “#21 Character Families & The Witcher 3”
#20 Expectation Management & The Witcher 3
Today I’ll introduce to you a perspective on the design of any experience – that is, of course in particular quest experiences. To be concrete: We’ll look at expectation management starting from concepts adapted from fantasy author Brandon Sanderson. Through that lense I’ll afterwards look on my Witcher quest and continue developing it. Expectation ManagementContinueContinue reading “#20 Expectation Management & The Witcher 3”
#18 Scenes – Dialogscript & The Witcher 3
Today I want to talk about scenes. I will introduce some aspects to consider while designing them and a specific instance of where they are used in video games: In modding with the raddish modding tools for The Witcher 3 (TW3). Following this I’ll write down a part of a scene for my Witcher quest.ContinueContinue reading “#18 Scenes – Dialogscript & The Witcher 3”