Interesting talk by Jonathan Blow, he seems to isolate why traditional narrative structures & mediums, like film, tend to clash with gameplay.
Basically the author of a novel or a film has total control of pacing & the context in which the story is told but video games are an interactive medium were the player can input randomness into the narrative context & break the authors original intent, which causes loss of emotional impact.
In itself, it is not an issue, for most players are lazy and will let themselves be guided by the level design & story but if you don't have a linear approach to your design then you must embrace the interactivity and let the player create meaning.
The player is an actor not a viewer in narrative gameplay.
Wednesday, 28 November 2012
Conflicts in Game Design
Posted by
nerdtron_dev
at
18:32
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