Reading Between the Lines: What Passive Storytelling Teaches Us – Part 2, Overwatch
Today we leave the minimal dialogue discussed in Part One that was used to create a meaningful narrative and instead take a […]
Today we leave the minimal dialogue discussed in Part One that was used to create a meaningful narrative and instead take a […]
“The Last of Us” – 2013 (Image Source) In Part One of our discussion, we identified that the secret to
World-building and interactivity were meant for each other. The fact that the audience has control over the outcome of a
“Journey” – 2012 (Image Source) The world of fiction writing is diverse—stories, today, are being told in a plethora
How many of you aspiring game developers hate creating characters, either playable or not? I myself was guilty of jotting
Overview: Developing Plots Means Story Progression Plots without development are what? Tick, tock, tick, tock…That’s right, concepts! A plot that isn’t
It’s become this common thing in gaming where NPCs ramble on with seemingly no purpose, making players skip through the
Light stabs in through the gaps in the Venetian blinds as our heroine creeps slowly past the window, her footsteps
Let’s be blunt about it: female video game characters generally suck. Everyone knows it, and everyone talks about it, regardless
When the topic of character design eventually arises during development, most writers for visual mediums will begin to construct the