Hannah Nicklin

  • billecarthas quoted2 years ago
    storytelling in games is made up of backend tools, material gameplay and design decisions, narrative, UI, character design and development, text styles and effects, and writing, as well as plot, world building, and filling in the gaps between them with dialogue.
  • billecarthas quoted2 years ago
    Narrative design is the practice of game design with story at its heart.
  • billecarthas quoted2 years ago
    Following is one choice expressed in three different kinds of ‘voices’:
    Move on.
    Priya wants to leave.
    Priya: Come on, let’s go.
  • billecarthas quoted2 years ago
    Two of the most over-referenced books in screenwriting are Robert McKee’s Story and Blake Snyder’s Save the Cat. They present a set of principles for screenwriting as a recipe for storytelling success, which at this point is extremely outdated, and has formed the basis for so many works that they have become overwhelming cliches.
  • billecarthas quoted2 years ago
    Do not trust someone whose only source is McKee and Snyder with game story decisions.
  • billecarthas quoted2 years ago
    Line (a single piece of action or dialogue/monologue)
    Scene (a collection of action and dialogue/monologue usually centred on a single location/time)
    Act (a collection of scenes, or a single scene, which forms a key unit of the overall storytelling structure)
    Play (the whole storied event)
  • billecarthas quoted2 years ago
    In the movements in art and storytelling in the 20th century, you see artists and authors disrupting all of the following:
  • billecarthas quoted2 years ago
    Avant-Garde Videogames: Playing with Technoculture (Schrank, 2014)
  • billecarthas quoted2 years ago
    Games for Actors and Non-Actors (2002)
  • billecarthas quoted2 years ago
    I offer his work here as an example that actually agency – and the offering of it – is a radical gesture in storytelling that we should by no means take for granted. It can (and should) change our thinking. There is no such thing as ‘film plus interaction’; there is only interactive storytelling. And also, we should think of storytelling as a potentially radical (and therefore potentially status-quo maintaining) means of presenting or re-presenting the world, and think carefully about the ethics of portrayal, interaction, and agency as we work with videogames’ affordances.
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