a writer's blog

Tag Archive for ‘form & technique’

Chris Crawford

Procedurally Generated Interactive Storytelling

Not all is well in Lego Dreamland.

Ludotronics

Interactive Narrative vs. Interactive Storytelling

In Ludotronics, my textbook on game design, I sometimes use less well-known terminology for specific reasons.

Bioshock

All Around a Theme

The important point is, “theme” is not about some message or moral, it’s about coherence and design decisions.

AdvX 2018

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.

Lists and the Epic Tradition (Inspired by Jay-Z)

So obvious, in hindsight.

Carved Landscapes I

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-.

German Plot Roulette

Cue hatemail in 3–2–1…

Mediadesign Hochschule

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.

Steve Jobs at Stanford (2005)

“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.”

Mediadesign Hochschule

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.

Mediadesign Hochschule

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.

Mediadesign Hochschule

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.

Mediadesign Hochschule

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.

Mediadesign Hochschule

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.)

What’s the Price of Everything?

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.”