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.
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.
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.
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.
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.
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.
This is a counterargument to Tom Abernathy and Richard Rouse III's talk at the GDC Narrative Summit entitled "Death to the Three Act Structure!", which argues against the usefulness of plot in gameplay.
David Kuelz's Comments
[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 ...
[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 ...