So I gave my talk at MIGS about screenwriting tools for game designers, and I thought it went pretty well. If you missed the talk, here are the headlines
- We care about heroes when they have flaws; I proposed some mechanics and story telling approaches to giving a videogame hero a compelling flaw;
- Storytelling should be "pull" and not "push" and how to do that;
- Is there a way to give a player real choices with consequences without getting into the insane cost of binary storytelling?
I wonder if there's anywhere else I should give my talk?
0 comments