Alfe Clemencio's Blog
I decided to become an indie game developer after being inspired by the Japanese indie game scene during my internship in Japan. Now I'm making games with interactive stories.
One of the major things that bothers me is that there isn't enough games that integrate Game Mechanics and storytelling often. Interchangeable McGuffins don't count. So here are some examples to help others put more game mechanics as story.
With all the OUYA debate raging, someone somewhere pointed out that current consoles have 512 MB total RAM while smartphones are starting to have 1 GB+ total RAM. What's happening? Will OUYA be the first Direct X 11.1/ OpenGL 4.X console?
So OUYA is funded and pledges to be more 'open'. There must some sort of 'free' part to the game (demo or otherwise). But most people are missing OUYA's Critical Turning Point and Ultimate Key Strategic Advantage. And how current consoles would lose out.
So the ending is not going to change? That doesn't imply the theory wasn't true. Even a single extra word said in the right setting, by the right character, can completely change how a story (or ending) is perceived.
An unnatural razor sharp decline in writing in the ending? Bioware's appeals to their fans falling on deaf ears? I felt something strangely familiar.
Then it hit me.
I was saying the same things several years ago when I launched my first game
The "Choose Your Own Adventure" method of making choices are pretty standard in video games featuring interactive story or narrative. But is there another way? At least on game from localized from XSEED does this.
Alfe Clemencio's Comments
[Blog - 03/04/2014 - 12:04]
[News - 09/25/2013 - 04:43]
While he does know about ...
While he does know about the shift in thinking does he know about the issues with getting players to actually shift their thinking One issue is that players are so jaded that even if you threw something interactive at them, they wouldn 't get into the interactive parts because they ...
[Blog - 06/22/2013 - 08:00]
I think it would be ...
I think it would be good that indies try to sell boxed copies themselves. Then they will at least know what they are missing.
[News - 04/11/2013 - 10:47]
[Blog - 04/10/2013 - 01:01]
I 've given players meaningful ...
I 've given players meaningful choices in designer-driven narrative before. You just have a significant different consequences. Don 't know why people have to have every choice a whole world affecting choice or small cosmetic choice. There is room for in-between like a town-affecting choice.
[Blog - 12/17/2012 - 11:49]