Tag Archive for ‘form & technique’
Interactive Narrative vs. Interactive Storytelling
In Ludotronics, my textbook on game design, I sometimes use less well-known terminology for specific reasons.
All Around a Theme
The important point is, “theme” is not about some message or moral, it’s about coherence and design decisions.
On Interactive Writing: Jon Ingold’s Sparkling Dialogues
How to plan, prepare, and execute dialogue that is both interesting and interactive.
Storytelling Technique, Western Culture Edition
Applies to around 95 % of popular books, movies, tv-shows, or video games. Add meta bonus for rationalizations in literature vs. genre / highbrow vs. lowbrow manifestos.
Book-Cut Storytelling: Carved Landscapes
“Piles of obsolete encyclopedias return to that which does not need to say anything, that which simply IS.”
When You Step on Their Privileges, Men Are Such Delicate Flowers
Chauvinist fun for the whole family.
German »Tatort«: Learn the Elements of Dramatic Structure in Less Than Three Minutes!
I just love everything meta-.
Creating Consistent SF-Worlds VI
This is the sixth post in a ten-part series about my Game Design workshop “Creating Consistent SF-Worlds” at the Mediadesign Hochschule in Düsseldorf, Germany.
“Stay Hungry, Stay Foolish”: Steve Jobs’ Stanford Commencement Address 2005
“You can’t connect the dots looking forward, you can only connect them looking backwards.”
Creating Consistent SF-Worlds V
This is the fifth post in a ten-part series about my Game Design workshop “Creating Consistent SF-Worlds” at the Mediadesign Hochschule in Düsseldorf, Germany.
Creating Consistent SF-Worlds IV
This is the fourth post in a ten-part series about my Game Design workshop “Creating Consistent SF-Worlds” at the Mediadesign Hochschule in Düsseldorf, Germany.
Creating Consistent SF-Worlds III
This is the third post in a ten-part series about my Game Design workshop “Creating Consistent SF-Worlds” at the Mediadesign Hochschule in Düsseldorf, Germany.
Creating Consistent SF-Worlds II
This is the second post in a ten-part series about my Game Design workshop “Creating Consistent SF-Worlds” at the Mediadesign Hochschule in Düsseldorf, Germany.
Creating Consistent SF-Worlds I
This is the first post in a ten-part series about my Game Design workshop “Creating Consistent SF-Worlds” at the Mediadesign Hochschule in Düsseldorf, Germany.
How Many True Female Characters Are There in Games?
A few, but certainly not many. (But it’s not like we’re overrun with great male characters either.)
The Price of Everything: Book Trailer Storytelling Evolved
One of the best book trailers I’ve ever seen.
Skiffy
“The gleaming synthetic permapolish leather holster held a proton blaster. Bat Durston pulled out the deadly weapon and thumbed the power pack release.”