Emanuel Montero's Blog
I'm Emanuel Montero, Bingo Game Producer at Akamon Entertainment. Check my blog for conceptual extravaganzza about games, interactive storytelling and indie game development.
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Here's the postmortem of a 4-player 2D RPG-platformer intended to be published on the last year edition of Dream-Build-Play contest. Unfortunately, there's more story than that.
What do players do in your game story? Most games allow players to do absolutely nothing in the game story. Gameplay-story mechanics are needed for players to control both action and story.
Flowcharts can be used to diagram story structures. Flowcharts are simple to diagram and easy to understand. Flowcharts help you visualizing your story and finding errors in the story structure from early stages of development.
Some people refuse to see that story-driven games can be fun to play and interactive. Let's focus on the story interactivity cycle in order to fix some issues about interactive storytelling.
Game development is growing every day even more technologically complex. We need to improve our software development process in order to focus on our unique characteristic: building better games. How can we precisely specify games?
Iterative game design claims that prototyping is the best way to design and fine-tune gameplay. Its probably true, but you have to be very careful with the gap between the game design and prototype. How to translate a prototype into a videogame?
Emanuel Montero's Comments
Comment In:
[Blog - 03/02/2011 - 02:51]
Great books and great reviews ...
Great books and great reviews I'd like to suggest two inspirational books not exactly in the game design field, but very inspirational anyways : 1. The Story. Robert McKee. 2. Communication and Community in Digital Entertainment Services. J rvinen, A., Heli , S. M yr , F. http://tampub.uta.fi/tup/951-44-5432-4.pdf I found ...
Comment In:
[Feature - 01/19/2011 - 04:20]
...a spectrum, defined at one ...
...a spectrum, defined at one extreme by pure competition and by pure expression at the other . I think we are mixing concepts here: the opposite of rule-enforced, goal-driven experience in games ludus is rule-blending, goal-absent experience of play paideia . That's the real continuum in games. Ludus games can ...
Comment In:
[Feature - 09/10/2010 - 05:15]
Great article Another important usability ...
Great article Another important usability method is metrics analysis. In this month game dev magazine Chris Pruett wrote a very interesting article about tuning gameplay with simple player metrics. And there're also metrics that can be applied from early stages of development to measure software quality.
Comment In:
[Feature - 05/06/2010 - 04:50]
Great article and very interesting ...
Great article and very interesting discussion. Still I think Heavy Rain is not trying to be interactive film but interactive storytelling. In my opinion, it does not achieve either of the two. Anyways it's good to see someone is trying.
Comment In:
[Blog - 11/06/2009 - 07:01]
Thanks for your interesting questions, ...
Thanks for your interesting questions, Bart. I ll try to answer everything step by step. Story flowcharts are just an interactive story visual notation. Just like any other notation, flowcharts give a precise and concrete visual representation of a complex system interactive stories in order to communicate the domain concepts ...
Comment In:
[Blog - 11/02/2009 - 09:47]
Good point The main goal ...
Good point The main goal of our games and stories is to change the player. Meaningful interaction. It's important not to foget that. Thanks for the comment.