Tag Archive for ‘form & technique’
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Interactive Narrative vs. Interactive Storytelling
In Ludotronics, my textbook on game design, I sometimes use less well-known terminology for specific reasons.
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All Around a Theme
The important point is, “theme” is not about some message or moral, it’s about coherence and design decisions.
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On Interactive Writing: Jon Ingold’s Sparkling Dialogues
How to plan, prepare, and execute dialogue that is both interesting and interactive.
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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.
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Book-Cut Storytelling: Carved Landscapes
“Piles of obsolete encyclopedias return to that which does not need to say anything, that which simply IS.”
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When You Step on Their Privileges, Men Are Such Delicate Flowers
Chauvinist fun for the whole family.
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German »Tatort«: Learn the Elements of Dramatic Structure in Less Than Three Minutes!
I just love everything meta-.
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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.
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“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.”
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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.
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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.
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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.
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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.
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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.
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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.)
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The Price of Everything: Book Trailer Storytelling Evolved
One of the best book trailers I’ve ever seen.
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Skiffy
“The gleaming synthetic permapolish leather holster held a proton blaster. Bat Durston pulled out the deadly weapon and thumbed the power pack release.”