Sunday, September 10, 2023

Creating Emotion in Games, Part 5: Digging into NPCs

 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!

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

If you're new to this series, start on the first post and go from there!

We wrapped up our introduction to this book in the last post, looking at a few miscellaneous things that the author has to say about building narratives in games, and also exploring his idea of the "deep" and "interesting" axes. While these are largely focused around presentation within the game (not surprising, given the author's background in screenwriting), I do plan on drawing this back to actual mechanical design and game structure as much as possible, in a way that builds on the book. So with that said, let's dive into the first Emotioneering™ techniques! These ones focus on non-playable characters, "NPCs".

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.

Saturday, August 27, 2022

Blood At the Witching Hour

The day was ticking onwards. I had been slowly working to earn the trust of the villagers, working to seem helpful while I divulged information that I had supposedly gleaned from my abilities. Of course, I was actually a Demon who had been slowly killing them off, one at a time, and in actuality I was scrambling to make sure my cover story was accurate. Unfortunately, my alleged ability only gave me information about people who were sitting next to me, and I had unluckily been seated near my devoted minion, who I was forced to implicate early in the game. Even worse, unbeknownst to me, a mastermind had been piecing together information to great effect...soon after, I was executed by the town, and they celebrated victory. While it wasn't a fully unfamiliar experience, my first game of Blood on the Clocktower contained some intriguing surprises.

Tuesday, September 3, 2019

Card Counterplay: Interacting With Your Opponent

I get post ideas from some interesting places. Case in point, I was watching a gameplay video from Hearthstone streamer Firebat, which opened with some spicy takes on card design. You don't have to watch the video before you read this post (although Firebat is always fun to watch); I'll lay it out for you here. In a nutshell, he talked about cards that didn't allow for interaction, and how they reduce the game to hoping that you draw into your powerhouse cards that can't be countered. It's tied to a larger idea about "interactive cards" in card games, and while I think he has a point, hearing that bit got me thinking about where, exactly, I disagreed with him, and what you can learn about card games from it.