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Francisco is a Graduate student at Carnegie Mellon's Entertainment Technology Center and, for the Summer, an Intern Game Designer for Schell Games. He lived in Caracas, Venezuela for approximately 95% of his life and the outcome of an FC Barcelona match can determine his mood for an entire week. Get a hold of him at www.franciscosouki.com
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Member Blogs
inFAMOUS and the Illusion of Choice  |
| Posted by Francisco Souki on Sun, 06 Sep 2009 08:28:00 EDT in
Game Design
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| I have just finished playing through inFAMOUS and I’m ready to speak my mind - hot as it might be. This piece will spoil a big part of inFAMOUS and even a bit of Bioshock So be warned. SPOILERS below. |
| Read More... | 11 Comments |
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Design by committee: A conversation with Kyle Gray |
| Posted by Francisco Souki on Mon, 31 Aug 2009 12:38:00 EDT in
Game Design
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| High expectations for Henry Hatsworth meant I had a lot to say when I finally played it. After I posted a note about the game which got featured in Gamasutra, I recieved a surprise email from Kyle Gray, the mind behind the game. |
| Read More... | 0 Comments |
Design Notes: DS starting screens  |
| Posted by Francisco Souki on Wed, 12 Aug 2009 09:51:00 EDT in
Game Design
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| I have been playing Henry Hatsworth for a while now, and have been somewhat enjoying it, though it definitely has its ups and downs. Something I cannot stand, however, is the starting screen. |
| Read More... | 3 Comments |
Phantom Hourglass’ Amazing Mistake  |
| Posted by Francisco Souki on Wed, 08 Jul 2009 12:57:00 EDT in
Game Design
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| In my opinion, The Legend of Zelda: Phantom Hourglass is an amazing game. This is not, however, the point of this post. For in this great game there was one thing, one amazing thing, that I just could not take: the Temple of the Ocean King. |
| Read More... | 2 Comments |
Game Mechanics That Tell Stories  |
| Posted by Francisco Souki on Thu, 25 Jun 2009 10:11:00 EDT in
Game Design
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| There is a particular kind of interactive storytelling that I find more compelling than the others, even though I do not really think it holds the key to the zenith of interactive storytelling: game mechanics that tell stories. |
| Read More... | 11 Comments |
Francisco Souki's Comments
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Comment In: Game Mechanics That Tell Stories [Blog - 06/25/2009 - 10:11]
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As far as MGS goes, ... As far as MGS goes, I feel like it always walks a thin line between gimicky and meaningful and I have personally learned to like that as part of their style. I think the game knows this about itself though, and at points doesn't take itself too seriously. On Mirror's ... |
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Comment In: Dramatic Play [Feature - 06/25/2009 - 01:01]
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Stephen, Always makes me happy ... Stephen, Always makes me happy to see more people in the industry quoting and taking seriously Aristotle's poetics, Janet Murray, Propp and more. It really is time video games started to dig deeper into storytelling, meaning and emotion. And some awesome work out there really makes one hopeful. Now that ... |
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Comment In: Game Writing From The Inside Out [Feature - 03/18/2009 - 06:55]
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To further a point that ... To further a point that is made in the article, I think game mechanics and story should work together tightly at all times during production. It makes me so happy when I can sense that a game mechanic in a game is reinforcing the story, because it does so much ... |
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