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July 18, 2019
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Gregory Pellechi's Member Blogs

Posted by Gregory Pellechi on Fri, 26 Oct 2018 10:20:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Games that never end aren’t immune from sequelitis. So let's look at what's expected of a sequel and the pitfalls in creating one that you'll have to contend with, especially as a writer or game designer.


Posted by Gregory Pellechi on Fri, 05 Oct 2018 10:27:00 EDT in Design, Production, Console/PC, Serious, Indie, Smartphone/Tablet
Games end. Or at least they used to. Most games be they board games, card games, sports or video games have a point at which they finish. But now we have games that don’t end. So what does that mean for stories in games when they don't end?


Posted by Gregory Pellechi on Fri, 21 Sep 2018 02:13:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Games are a storytelling medium and in storytelling there's a rule - show, don't tell. For video games it's evolved to "play, don't show". But how feasible is that really to implement in a game from a design or writing stand point?


Posted by Gregory Pellechi on Fri, 07 Sep 2018 11:19:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Stories, drama, change — all are about conflict. Either causing it or remedying it. Here we'll explore the roots of conflict in order to improve your game's storytelling or maybe help resolve some issues within your team.


Posted by Gregory Pellechi on Mon, 27 Aug 2018 09:55:00 EDT in
Everyone when they play has an intent, whether they know what it is or not. The same is true of games designers and writers. To be effect as a designer or writer requires examining those intents and the impacts they have on others.


Posted by Gregory Pellechi on Fri, 10 Aug 2018 09:17:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Ever wish you could jump to an early part of a game's story to see what happened? Well there's a good reason that doesn't happen - progression. Time and progress are constraints on narratives that most designers aren't immediately aware of.


Posted by Gregory Pellechi on Mon, 23 Jul 2018 12:09:00 EDT in Design, Console/PC, Serious, Indie
Comedy is often considered a genre, but comedy only implies that it'll make you laugh. Problem is, it doesn't guarantee that. Which is why comedy should never be considered your game's genre.


Posted by Gregory Pellechi on Mon, 09 Jul 2018 01:37:00 EDT in Design, Production, Console/PC, Indie, Social/Online
They may be derided as trash daytime TV but soap operas have a lot to teach us about continually creating content. There are plenty of lessons for the video game industry, especially when it comes to games with stories.


Posted by Gregory Pellechi on Fri, 22 Jun 2018 10:22:00 EDT in Design, Production, Console/PC, Indie
Writing a video game shares some similarities to writing for TV or film, but there's a lot more to take into account. That's why you need to make a model for your team to understand how to utilize everything you've written. Or it won't be in the game.


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.


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