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June 22, 2017
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Nick Witsel's Blog

 

Freelance Narrative Designer and Producer. Worked on Herald, a choice-driven aventure game about colonialism.

 

Member Blogs

Posted by Nick Witsel on Mon, 20 Mar 2017 09:25:00 EDT in Design, Console/PC
Creating quests with branching narratives for open world games is no simple task. By applying a simple iterative method, you can save yourself from many problems later on in the process.


Posted by Nick Witsel on Mon, 02 Feb 2015 01:25:00 EST in Design, Console/PC, Indie
How history and society serve as a meaningful basis for choice-based narrative design.



Nick Witsel's Comments

Comment In: [Blog - 03/20/2017 - 09:25]

You 're welcome ...

You 're welcome

Comment In: [Blog - 08/21/2011 - 12:14]

Interesting. An example I always ...

Interesting. An example I always found quite nicely done was the Red Mountain region in TES III: Morrowind also made by bethesda . Right from the start, the villagers and lore do nothing but warn you of red mountain's dangerous theats, and how the temple went through the trouble of ...

Comment In: [Blog - 06/15/2011 - 05:04]

This is indeed a very ...

This is indeed a very difficult subject. Based on my interpretation of what you just said, rpg's should not be defined by their mechanics and metrics like xp world maps quests leveling or skills and atributes but by the idea of having the player creating the story as they play. ...

Comment In: [News - 02/03/2011 - 03:28]

For me, the first 35 ...

For me, the first 35 hours or so felt like a long big budget CGI film with bits of combat stuck in between. Not that I minded at the time, this was my first FF game 360 you see and it was actually quite entertaining for me. During the bit ...

Comment In: [Feature - 02/25/2011 - 04:15]

If recall correctly there were ...

If recall correctly there were times in The Elder Scrolls III: Morrowind in which I'd only be walking around for hours, in search for a dungeon. Then again, I actually loved doing that, but that was back in the days when I was still at school and could afford such ...

Comment In: [Feature - 12/07/2010 - 04:25]

As a kid I always ...

As a kid I always loved customization. Tinkering around, making my own game types and maps, just for the sake of creating them and being proud of it. I really respect Bungie for putting so much effort in to implenting and enhancing the player customization in a menu like this ...