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Alan Wake 2 Is A Story I Love, With Storytelling I Don't | Good Blood

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Alan Wake 2 Is A Story I Love, With Storytelling I Don't | Good Blood

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Great initial prompt Ariane, and quality follow up Eero. I think a subset of this idea is side quests. I’m not sure of the developer that established this idea for me, but side quests shouldn’t be utilized as filler to hit an hour mark but rather approached as an opportunity to further enrich the experience of the world. Fetch quests can be embedded with meaning, if they’re utilized effectively rather than being tossed in as perpetual check boxes. For instance, my current gaming obsession is Lies of P, a lot of the side quests are fetching things for Npc’s. But the world itself is so meaningful I just eat it up. Whether that be through catching the small nuances in item descriptions or the emotion brought about from the voice acting. Tasks have meaning, more often than not.

Surin

Sometimes yeah, but it doesn't have to be so. Games are able to tell powerful stories that take advantage of the player's agency, developers simply should keep the medium they're developing for in mind

Eero Lång

Storytelling and interactive gaming seem to be opposing forces. A topic worthy of more discussion.

Ariane Barnes


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