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December 14, 2019
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Nathan Savant's Blog

 

Game and Narrative designer with a focus on telling story through gameplay, I study modern and classic games to understand how to apply deeper stories to games that are still fun to play.

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Member Blogs

Posted by Nathan Savant on Fri, 11 Oct 2019 10:47:00 EDT in Design, Serious, Indie
Explanation and Exploration of a narrative structure based on map location that is frequently found in games like Zelda or Metroid.


Posted by Nathan Savant on Fri, 11 Jan 2019 10:38:00 EST in Design, Production, Console/PC, Serious, Indie
A breakdown of the Three Act Structure and how it can be expanded to help guide non-linear narratives


Posted by Nathan Savant on Thu, 20 Sep 2018 10:00:00 EDT in Design, Console/PC
A critical analysis of gameplay ramps when compared to narrative ramps in the Fisk Tower sequence of Spiderman PS4.


Posted by Nathan Savant on Tue, 07 Aug 2018 09:52:00 EDT in Design, Console/PC, Serious
A series of critical analysis of the narrative and mechanical design in narrative games, continuing with Nier: Automata and a final bonus examination.


Posted by Nathan Savant on Fri, 03 Aug 2018 09:38:00 EDT in Design, Console/PC, Serious, Indie
A series of critical analysis of the narrative and mechanical design in narrative games, continuing with Binding of Isaac and Final Fantasy X


Posted by Nathan Savant on Tue, 31 Jul 2018 11:04:00 EDT in Design, Serious
A series of critical analysis of the narrative and mechanical design in narrative games, starting with Last of Us



Nathan Savant's Comments

Comment In: [Blog - 10/11/2019 - 10:47]

Yes, the order is implied ...

Yes, the order is implied by the left to right flow. In this case, it 'd actually be more accurate to chart each of these You must do this in order to progress moments as gates and sub-gates, with things like fishing, collecting shells, and anything else that 's optional ...

Comment In: [Blog - 09/20/2018 - 10:00]

Thanks, I just hope there ...

Thanks, I just hope there 's something here worth reading

Comment In: [Blog - 03/06/2018 - 10:02]

To add another example game, ...

To add another example game, as loathe as I am to admit to liking anything in the title, Metroid: Other M 's seamless transitions between gameplay and cinematic moments was frustrating at times, but did seem to allow the story to flow directly from my actions. The story in that ...

Comment In: [Blog - 04/18/2017 - 10:37]

Fair enough. I didn 't ...

Fair enough. I didn 't consider the visual designs to have enough similarity to merit discussion, but perhaps that in itself is a talking point that I could have exploited. r n r nThanks for the comment

Comment In: [News - 08/12/2016 - 04:02]

Great breakdown Thank you, both ...

Great breakdown Thank you, both for emphasizing team colors to avoid racial ties, and for explaining your choices to do so.

Comment In: [Blog - 04/04/2016 - 02:04]

I 'm with Mark on ...

I 'm with Mark on this one. I agree with your points, except your suggested solution. Demoting your companion from a companion to a skill tree isn 't going to strengthen your bond with them. In the case of Piper, I did at least have an emotional connection to her. ...