#17 Dissonance, Decision and Resolution & The Witcher 2

If I have to choose between one evil and another, then I prefer not to choose at all. Today I’m gonna write about dissonances, decisions and resolutions. I learned something about those in a seminary at my university and found the learnings very useful for story-matters. Let’s start. Dissonance, Decision and Resolution To me, aContinueContinue reading “#17 Dissonance, Decision and Resolution & The Witcher 2”

#15 Quest Design Documents and The Witcher 2

What is in a Quest Design Document? This is the question of the day to which I found no satisfying answer when asking our friend, the internet. Thus there will be a little synthesis of existing resources and own thoughts, as always on this blog. The second part will apply the results to my currentContinueContinue reading “#15 Quest Design Documents and The Witcher 2”

#14 Concretization and The Witcher 2

This post is concerned with the concretization of existing ideas, thoughts, concepts, stubs, … This central element of any design process will be applied to my current quest design aswell. Concretization What, then, is concretization? I will answer this intuitively. On the one hand, concretization means to add informations, to differentiate, to formulate and createContinueContinue reading “#14 Concretization and The Witcher 2”

#13 Space Layout and The Witcher 2

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”

#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”

#00 A Beginning: One Quest Design a Week

Where to start? When to start? How to start? In a world where poststructuralism is a thing (they like to dissolve structures (Link)), these might seem like hard questions. If we cannot be sure of any structure, what does remain? The answer is given by the poststructuralists themselves: Even if we can never again beContinueContinue reading “#00 A Beginning: One Quest Design a Week”