In Part 4 of the Creating Emotion in Games retrospective, we had a bit of a double feature, covering the core concepts of Groups and the fundamental ideas behind NPC dynamics. This time around, we're going full-on into the meat of NPC techniques, exploring plot arcs, chemistry with the player character, and more!
It's an absolutely wildly bonkers idea to mix creative storytelling with the mechanics of a game; that's why I made a blog to do just that. Ludicrus Gaming is my lair of mad gaming science. Tread with caution.
Sunday, September 10, 2023
Monday, August 28, 2023
Creating Emotion in Games, Part 4 -- Groups and NPC Relationships
If you're new to my retrospective on Creating Emotion in Games, start at the first post and work your way forward; it'll make more sense! If you're just catching up--in part 3, we got introduced to the book's basic ideas--how to define non-player characters (NPCs), give them interesting traits, and then add deeper texture to them. This time around, it's a bit more of a mix of content--there's still more about NPCs, but we're also going to move into some more unique (and game-specific) territory: groups and factions.
Monday, August 14, 2023
Creating Emotion in Games, Part 3 -- NPCs and Dialogue
Tuesday, August 1, 2023
Creating Emotion in Games, Part 2 -- Finishing the Intro
Last time in Part 1, I covered the first part of the introduction to Creating Emotion in Games, which sets up a sales pitch for "why invest in games storytelling?", introduces the author's concept of Emotioneering™, and explains some of the difficulties that professional writers from other media have when transitioning to games writing. Today, we're going to wrap up that introduction with a few miscellaneous sections that make their way in, completing the pitch and setting the stage for the actual techniques to come.
Sunday, July 30, 2023
Creating Emotion in Games, Part 1 -- The Intro
Let's turn the clock back about 15 years. I was in college, I was pursuing a Communication Arts -- Multimedia degree, and I was taking a course (in my woefully underprepped department) on writing for games. It was pretty barebones, and I don't even know where my class project wound up, but I did keep the textbook from that class, David Freeman's Creating Emotion in Games. I had some misgivings about it, I had some opinions about it, but I still kept it around. I just decided to crack it back open, and do a cover-to-cover reread. I'm not exactly sure what I'm going to find, but let's have a look together.