MIGS Talk

Posted by SOTTO Thursday, November 3, 2011

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?

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