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David Kuelz's Blog

 

I'm a freelance writer and narrative designer, as well as an actor, that lives in New York City.  My website is www.awkwardpegasus.com.

 

Member Blogs

Posted by David Kuelz on Mon, 18 Aug 2014 07:15:00 EDT in Business/Marketing, Design, Console/PC, Indie
Writers talk incessantly about "the rules" when it comes to storytelling, and we talk equally incessantly about when it's okay to break those rules. Let's examine when it's okay for some of us to break the rules and when we should stick to tradition.


Posted by David Kuelz on Wed, 25 Jun 2014 07:52:00 EDT in Business/Marketing, Design, Console/PC, Indie
I'm a writer, not a marketer, so my strong focus on the marketability of my stories gets me a lot of criticism from other creative types. Enough that it led me to contemplate whether or not I was a "sell out". My conclusion: I'm not sure.


Posted by David Kuelz on Sat, 21 Jun 2014 02:50:00 EDT in Design, Console/PC, Indie
I don't think there's a single storytelling concept that's more universally loathed than genre stereotypes, but they're still useful, particularly to video games. Let's explore how we can use stereotypes while avoiding the fallout.


Posted by David Kuelz on Sun, 25 May 2014 03:42:00 EDT in Design, Console/PC
In open world games we constantly force our player to choose between the story or exploration, and when the player bought the game specifically to explore it means that story's gonna lose that bet. Let's explore what we can do to rectify that.


Posted by David Kuelz on Tue, 13 May 2014 02:43:00 EDT in Design, Console/PC, Indie
So the bad news is that we suck at trying to put subtext into our stories, but the good news is that it really isn't our fault. Gameplay and subtext are naturally at odds with each other, and this post talks about what we can do to get around it.


Posted by David Kuelz on Wed, 02 Apr 2014 05:17:00 EDT in Design, Production, Console/PC, Indie
Telling stories is hard, and sometimes you want a story without all the baggage that's attached. Fortunately, game devs get to use the "Just Enough" principle: as long as we're careful, we can tell "half-stories" that leave us more time for gameplay.



David Kuelz's Comments

Comment In: [Blog - 06/21/2014 - 02:50]

I feel like just because ...

I feel like just because I approach stereotypes as a tool doesn 't mean I don 't have something real to say. I 'm using these stereotypes as a tool in order to accomplish what I have to say. r n r nAnd yes, I believe that the realms of ...

Comment In: [News - 03/17/2014 - 07:09]

The statement about keeping plots ...

The statement about keeping plots simple resonates a lot with me, but I can 't say that I 'm wild about the rest of the implications. I think keeping a plot simple is a huge advantage when it comes to video games and, yes, the player has enough to do ...