Ian McCamant is the co-founder and lead narrative designer at Freesphere Entertainment. An underground screenwriter and lifelong gamer, Ian sees games as the future of storytelling. Inspired by the deep writing of old-school Black Isle RPGs and LucasArts adventures, as well as modern masterpieces like The Walking Dead and Gemini Rue, he aims to push the boundaries of immersive fiction though intense stories, beautiful worlds, and fascinating characters.
Ian Bogost's claims in the Atlantic that games should abandon storytelling are shortsighted and fail to grasp the true relationship between interactivity and narrative.
A look at the philosophical basis for morality as a mechanic in choice-driven games.
Frictional Games' low-combat stealth model permeates contemporary horror, but what's next for the genre?
Sometimes vaguer is better in video game narrative.
A brief look at how narrative space can operate in games.
An in depth look at how narrative contextualizes choice and creates meaningful consequence in games.
[Blog - 02/24/2016 - 06:39]
Excellent points. Thanks for your ...
Excellent points. Thanks for your feedback r n r nMy tone may sound proscriptive at times, but I definitely wouldn 't advocate any sort of social justice formula to which games must adhere. One of the reasons I think Life is Strange is such a great example is because, even ...