I’m probably going to get yelled for this, but I find that storytelling in video games has always been and continues to be horrible. Even as technology has improved and we have seen the growth of the medium, I’ve yet to find a game where the story has hooked me from beginning to end.
When I think about it further, some games have gotten close, but none have managed to get it all right, and this has to do with several elements that the video game medium is weak around.
This week on the Perceptive Podcast, I spoke with first time guest Amanda Lange about her background and an in-depth conversation about morality in video game storytelling and game design.
A common practice in skill or story based games is to have point of no returns and while their definition should be obvious, their roles when developing a game aren’t. Understanding how to section your game behind point of no returns is an important skill as too many or not enough can ruin the pacing.
Video games are all about giving the player choices: Whether you’re playing Borderlands and have to decide your class to Mass Effect where your choices can affect the plot across multiple games. But not every choice is created equal in game design and today’s post looks at the concept of hard and soft choices.