This week’s cast was an amazing discussion with Michel Sabbagh on the topic of immersion in games and the evolution of emergent game design.
Today’s Critical Thought shares some administrative news about upcoming talks and suggestions, and discusses public speaking. From the designer side, being able to properly talk to people about your game is an important skill for Indie developers. When it comes to games, we have seen many titles suffer with poor conversations and unrealistic dialogues between characters. While I’m not an expert, I can certainly talk about the importance of being able to present and talk about a topic.
I’ve been playing through Rise of the Tomb Raider lately. Going through it, I’m finding myself in the same position as the first game: Liking it, but not loving it. And one of the major reasons is how the game fails to balance the gameplay with the story they want to tell. For today’s post, I want to expand on this clash between gameplay vs. story and how it created a ludonarrative dissonance.
This week on the cast, I sat down with more of the great folks at Failbetter Games. This time I spoke with Narrative Editor Olivia and Writer James to talk about the work that goes into their writing.