#38 NPC Communities: Langeness Pt. 2

 The second post in this series is about concretizing a NPC community concept. Environmental Storytelling By placing certain actors in certain places, having certain looks and being surrounded by certain objects, we can tell something about the place and the people living there. This telling becomes even more evident when things are moving: People work,ContinueContinue reading “#38 NPC Communities: Langeness Pt. 2”

#37 NPC Community: Langeness Pt. 1

 In this post we’re gonna take a look at NPC communities: How NPC are integrated into the gameworld, doing actions, reacting to events and being integrated in quests or small dialogs. Quest Design in The Witcher 3: Wild Hunt A neat article including this topic is one written by now Lead Acting Quest Designer PhillipContinueContinue reading “#37 NPC Community: Langeness Pt. 1”

#36 Scene: The Father

This post presents the conclusion of long ongoing project of mine, a scene for trial 6 in the trial of radishes, which are a tutorial for the radish modding tools for The Witcher 3: Wild Hunt. Cinematography Techniques The active reader might remember post #18, where I introduced how the creation of scenes is organizedContinueContinue reading “#36 Scene: The Father”

#35 Quest: The Lonelines of Old Eremites

After writing the last post, I decided to take another step against my drive for theory. This is on the one hand to get closer to the root motivation for the whole project – practical quest design – and on the other hand a reaction to the simple fact that I’m slowly but surely runningContinueContinue reading “#35 Quest: The Lonelines of Old Eremites”

#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”

#19 Quest Structure, Definitions & Mikratheus

This post is concerned with the structure of quests as it appears in video games. I’ll present a conceptualization of questgraphs in The Witcher and will then continue to write down a specialized system for my game jam project Mikratheus. The Structure of Quests in Video Games The following abstract description is heavily based uponContinueContinue reading “#19 Quest Structure, Definitions & Mikratheus”

#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”

#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”