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According to a recent tweetdeck, one of the trending:worldwide topics on twitter was 6 word stories. In the past few months I've asked people to say 6 words about game design, programming, wargames, and casual games.
This time the charge is this: say six words about stories in games (or stories and games, if you prefer).
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*sigh*
"You must tell them *true stories."
http://en.wikiquote.org/wiki/Philip_Pullman
[*] as in ficticious but honest
Promotes illusion of player driven experiences
Doesn't easily reinforce core gameplay experience
Too easily excused if poorly executed
Not the best medium for storytelling
Stories provide context for learning gameplay
Themes influence gameplay, atmosphere does not
Players should write their own stories
Story often an excuse for action
HiSTORY games can be learning tools
Gameplay must come first, story later
A game *story* idea? Worth nothing.
Game designers are rarely story tellers
Linear stories tend to stifle gameplay
Story in games? Write a novel.
Film envy will get you nowhere
Make my mind-pictures real.
Punish me again. Oh, yes. (All right, I've been playing too much Dark Souls).