December 2009
2 posts
Giving your player true authorial control in a...
This is a response to a blog post on Gamasutra by a man named Steve Mallory, a designer I know through the ‘net who makes some good points about narrative design; read the original post here… True authorial control… Now there is a scary phrase to use in front of your producer… True authorial control is taking your player and asking them what they want to do today,...
Dec 16th
Bardic Gaming
As a bard, one single tale can be made to fit a wide variety of different uses. Certain elements can be built up or glossed over depending on your audience and the message that you are trying to convey. This goes beyond stories having multiple interpretations and actually hinges on changing the story to suit your purpose; you reduce a tale to its skeleton and then flesh it out in such a way...
Dec 6th