October 30, 2008

Writing for Games: Week 13 – Coda

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 6:42 pm

Reflection on a “game-dialogue-violently-script-edited”

Prior to the submission of the cut-scene dialogue for Psycho-Ego I asked a good friend with 20+ years in film script writing to take a glance at the cut scene that I had written: it was violently script edited! Well, that was the first impression but further analysis determined the method to what, personally, appeared to be ‘madness’ made sense. Why reduce such ‘great’ explanatory dialogue from the script? Perhaps for two reasons: one, to make the dialogue a little more mysterious by making it less descriptive; and, two, by allowing actions to speak the words. This is what ObjectMan, the editor had to say:


October 22, 2008

Week 12 tutorial activity: Designing the puzzle

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 8:15 am

The puzzles for Psycho-Ego will typically be the ‘physical challenge’ type puzzle – the kind that the Player will need to jump, crouch, climb, use a prop etc to either traverse a death trap, save a fellow NPC, avoid objects etc through the use of timing and logic.

In the level 10 treatment of the Psycho-Ego game the first puzzle will concern the Player getting past huge worms that will attempt to kill the Player if he/she either attacks or retreats from the worms. The Player will be provided with clues via a cut scene prior to coming across the worms, so he/she should be aware of the basic logic that will determine the worm’s decision to attack the Player. The question though is whether such a simplistic action type puzzle is a puzzle at all, or whether it is just there to break up the seemingly linear aspects of the gameplay narrative…


October 21, 2008

Week 12 reading: Designing the puzzle

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 10:00 am

Week 12 readings: Bates, B. (2001). Designing the Puzzle. Game Design: The Art and Business of Creating Games (pp. 104-122). Roseville, California, USA: Prima Tech.


Week 11 tutorial activity – non-linear dialogue

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 7:42 am

Dialogue development for a non-linear sequence in the game concept Psycho-Ego:

Developing a multi branching dialogue tree is somewhat problematic due to 2 main reasons:

1. How to develop something for a printed documentation format that will enable the reader to follow a complex dialogue tree easily [examples seen tend to use hyperlinked questions and responses thus making it easier to link the logic flow of the dialogue responses together]

2. How far should the dialogue tree branch? Should the dialogue be a puzzle in itself, or should it constantly return to the same path?


October 14, 2008

Week 11 reading: Dialogue techniques

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 11:36 am

Week 11 Reading: Freeman, D. (2003). NPC and Dialogue Techniques Dialogue Interesting Techniques Dialogue Deepening Techniques. Creating Emotion in Games: The Craft and Art of Emotioneering (pp. 62-70; 71-88). Indianapolis, Indiana: New Riders.

So, giving our NPCs depth through dialogue, or perhaps indicating that the NPC has depth by the dialogue it responds with will be “Giving your NPCs heart and soul” (Freeman, 2003, p. 61). Exploring concepts such as emotional pain, regret, appreciation, wisdom, false emotions etc. in what Freeman calls “Technique Stacking” (p. 64), one could perhaps describe this ideal as not representing everything your NPC says or does through the use of face-on, literal values.


October 9, 2008

Week 10 – Map for Psycho-Ego – The Knowing of the Self: Island of Okeanos

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 11:59 pm

The map below, right, is a prototype of the map that will serve as the basis of the formulation of the Psycho-Ego game narrative. As a work in progress, the aim was to identify a mappable region that would serve as inspiration for the overall development of the Psycho-Ego ‘game narrative’.


October 7, 2008

Writing for Games: Week 10 readings…

Filed under: ECU MInT,GDT3102 Writing for Games — steve @ 2:57 pm

Rouse, R. (2000). Level Design. Game Design: Theory and Practice (pp. 406-425). Plano, Texas: Wordware Publishing.

Rouse (2000) gave an overview of the technical constraints that the level designer must take into consideration for the effective design of the game level: the need to keep all textures, models and gameplay within balance; brought together as a cohesive whole. In this regard Rouse states that the level designer is often the least liked team member as his job is to make certain that the development team are fixing the problems that the level designer finds in the development of the level (p. 407).


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