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Alexander Freed's Blog   Expert Blogs

 

Alexander Freed is a freelance writer with nearly a decade of narrative design experience. He began his video game career at BioWare, where he served as Lead Writer on Star Wars: The Old Republic and Shadow Realms before departing to focus on freelancing. Since then, he's worked as a writer and narrative consultant on projects ranging from indie to AAA. He also writes comic books and prose fiction. See www.alexanderfreed.com for more information.

 

Expert Blogs

Posted by Alexander Freed on Tue, 16 Sep 2014 07:59:00 EDT in Design, Console/PC, Indie
For decades, branching conversation systems have been a powerful tool in game narrative. In part three of our series, we discuss toolsets and how to structure a conversation for easy review and later editing.


Posted by Alexander Freed on Tue, 09 Sep 2014 08:34:00 EDT in Design, Console/PC, Indie
For decades, branching conversation systems have been a powerful tool in game narrative. In part two of our series, we discuss what sort of system to build for your game (covering everything from interface to voiceover).


Posted by Alexander Freed on Tue, 02 Sep 2014 10:18:00 EDT in Design, Console/PC, Indie
For decades, branching conversation systems have been a powerful tool in game narrative. In part one of a series dedicated to the art of branching dialogue writing, we define terms and discuss what kinds of games benefit most from such systems.



Alexander Freed's Comments

Comment In: [Blog - 09/09/2014 - 08:34]

Hmm. I think special considerations ...

Hmm. I think special considerations would come less from the fact that conversations are the prime mechanic and more from the aims of the game. For example, a game that used primarily conversations and timed all responses would get both intense and exhausting awfully fast--but whether that 's good or ...

Comment In: [Blog - 09/02/2014 - 10:18]

Hi, Larry. r n r ...

Hi, Larry. r n r nWe 'll definitely be talking about the philosophy behind meaningful choices and the cost-benefit analysis of branching in part four. Most of the focus is going to be on the conversation side of things, though, rather than where and how to use big gameplay branches. ...

Comment In: [Feature - 03/21/2013 - 04:50]

Hi, John. I should probably ...

Hi, John. I should probably clarify that I never worked on Mass Effect during my BioWare time--it just makes a good point of reference as branching narrative RPGs go r n r nYour reaction is a good example of what we always need to strive to avoid, but it also ...

Comment In: [News - 03/20/2013 - 01:07]

Whatever Riccitiello 's failures and ...

Whatever Riccitiello 's failures and flaws real and imagined , it 's hard to read some of those quotes and not think, It 's nice to see someone in power saying that. Talk isn 't the same as action, of course, but it 's a place to start.