Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Gregory Pellechi's Member Blogs

Posted by Gregory Pellechi on Mon, 11 Jun 2018 11:39:00 EDT in Design, Console/PC, Indie
You got a game, it has a story... but what are its themes and what are you trying say with it? Themes help evoke that feeling your after whether its isolation or a power fantasy, here's how to go about finding, strengthening and supporting your themes.


Posted by Gregory Pellechi on Fri, 08 Jun 2018 10:48:00 EDT in Design, Console/PC, Serious, Indie, Social/Online
You got a game, it's got a story but what's your message and how are your themes supporting all of that? Here we'll examine how to find, strengthen and support your themes to make them do more. And make your game memorable as a result.


Posted by Gregory Pellechi on Fri, 25 May 2018 09:48:00 EDT in Design, Console/PC, Indie
Procedural generation is great at short scenes. But it takes a storyteller to create a compelling narrative that runs throughout an entire game. And it's stories we remember - not graphics, mechanics or systems.


Posted by Gregory Pellechi on Tue, 15 May 2018 09:43:00 EDT in Design, Console/PC, Indie
Growth and change come from breaking out of our loops, for games and their stories this can be hard. But not all change has to be related to the gameplay loop. There are other ways to express it in the story and characters of your game.


Posted by Gregory Pellechi on Fri, 27 Apr 2018 09:14:00 EDT in Design, Console/PC, Indie
Quests are meant to tell stories, to show how a character or world changes. But video games seem intent on keeping that from happening. Even the lowly fetch quest can be the fulcrum for a character arc or world-shifting events.


Posted by Gregory Pellechi on Thu, 19 Apr 2018 09:44:00 EDT in Design, Console/PC, Indie
Games as power fantasies result in success after success for player character. For the story that makes them boring because the characters never encounter failure and have to change track. A Try/Fail cycle is vital to interesting storytelling in games.


Posted by Gregory Pellechi on Sun, 01 Apr 2018 01:21:00 EDT in Design, Console/PC, Indie
Every story, regardless of medium, has a structure. Or something resembling structure. Most of the time its intentional, sometimes its an unintentional fluke, other times its the result of utter disregard by all parties  whether it works o


Posted by Gregory Pellechi on Fri, 16 Mar 2018 09:42:00 EDT in Design, Console/PC, Indie, Social/Online
Choice, decisions, options, pathways, variety, open worlds  all are words we use to describe player-driven experiences. Experiences that dont have much in the way of the very thing they claim to offer  consequences.


Posted by Gregory Pellechi on Tue, 13 Mar 2018 10:45:00 EDT in Design, Console/PC, Indie
Some claim there's no place for story in games. I'm going to make a bold claim and argue that all games tell a story, it's just that some games don't have a plot.


Posted by Gregory Pellechi on Mon, 01 May 2017 10:21:00 EDT in Design, Serious
Everyone defines a word differently. This is how I define Game. And it involves choice.


[Previous] | [Next]