With Video Game Writing, the Devil Lives in the Details

In DmC, the new reboot of Capcom's Devil May Cry series, hero character Dante is the offspring of an angel mother and demon father. He looks human but is of another breed altogether, a species of celestial rarity called nephilim who are incredibly powerful. They're wild cards, nephilim are, and their bloodlines gives… » 1/29/13 12:00pm 1/29/13 12:00pm

Facebook Games are the Worst Way to Tell Stories

The overlap in intended audience between Empire and The Hunger Games Adventures is probably vanishingly small. Both are found on Facebook but, in tone and in content, aim themselves completely different ways. It seems unlikely that very many players would approach both for long enough to realize that the two are, in… » 5/04/12 4:30pm 5/04/12 4:30pm

David Gaider, Ken Levine, and Chris Avellone Discuss What Matters Most…

This Saturday, at PAX East, I had the pleasure of attending the "Plot vs. Play" panel, moderated by Joystiq's Ben Gilbert and Kotaku's own Jason Schreier. The panel brought together three developers who have all worked on landmark, story-driven games to discuss their differing philosophies on the presence and purpose… » 4/09/12 6:00pm 4/09/12 6:00pm

The Soul of Wit: Brevity in Game Dialogue

Gamasutra has a fun essay up from Ben Schneider, formerly of Iron Lore Entertainment and currently narrative designer at Big Huge Games, on dialogue in games — and the challenges of getting it right. Schneider isn't calling for a removal of longer dialogues, but pointing out that short dialogue can function better… » 10/18/08 3:30pm 10/18/08 3:30pm

'Skinning' Games: Some Thematic Problems

Danc at Lost Garden has an interesting post up on themes in games and the effect on game design: while there are definite reasons for the same types of themes and aesthetics popping up in games over and over again, a careful balance needs to be struck between 'skinning' themes and mechanics and putting coherent game… » 10/11/08 12:30pm 10/11/08 12:30pm