Gregory Pellechi's Member Blogs
Being big isnâ€™t all itâ€™s cracked up to be, as we've learned in developing A Giant Problem. And has necessitated some design solutions that donâ€™t immediately present themselves. Hereâ€™s a design breakdown.
Games require teamwork and if you're a game writer or developer than you need your team's support and buy-in on your work. So to help you get that here are some tools to help you sell your story to your team, your lead, your publisher or investors.
So ya got a backstory. That's nice. But have you asked yourself how that impacts your game? Why it impacts your game? And is it really necessary? Don't worry - those questions are all answered here.
Improv provides a lot of lessons for writing, creativity, team work, and even your own tabletop campaigns. But if you don't have time to take lessons, then here's a look at what you can apply to your own game writing and design.
Want to get that nifty lore across to a player, or make them aware of a plot element? Then use exposition! As ammunition. Though not as a machine gun, more like a sniper rifle.
Video games owe a lot to comic books, not just because theyâ€™re both part of nerd culture but because theyâ€™re both visual mediums doing storytelling. Here are some lessons we can learn from comic books and Stan Lee when it comes to game writing.
Writing and Narrative Design are about more than telling stories, they're a question of what should be lost in compression that is creating a video game. It's not an easy choice, that's why we explore it on the latest episode of The Writing Game.
Games that never end arenâ€™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.
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 donâ€™t end. So what does that mean for stories in games when they don't end?
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?