It’s that time again… it’s Article Time!

June 30th, 2007

“In my previous Adventure Architect installment, I mentioned interactive storytelling as my primary approach in the creation of an adventure game. I also emphasized how important a role the story plays in such a game, and how all other things must be subservient to it. This time around, however, I am going to be placing my emphasis on the word “interactive” in interactive storytelling, which is of equally paramount importance. After all, without interactivity, I wouldn’t be creating a game so much as I would be creating a machinima movie.”

The rest, in which I talk about choice-based gameplay as opposed to challenge-based gameplay.

Super Deirdra Kiai Productions Update Feed!

June 28th, 2007

The game I’m working on at my summer job has been announced to the public as of last week. Indeed, it’s quite the departure from any game I’ve ever worked on before. Still, it’s been a pretty interesting and educational experience thus far.

I finally played The Shivah a little while ago. Absolutely brilliant. I only hope I’ll have enough talent to make games with that level of writing and attention to moral issues someday. Dave Gilbert is definitely my hero.

They’re making a Neverhood movie. Like, whoa.

And finally, I posted a new poem. It’s the one called “Duty”.

That’s all for now. Thank you and have a nice day.

Length doesn’t matter; it’s what you do with it that counts!

June 7th, 2007

I have had it up to here with people who measure a game’s quality by the number of hours spent on it, and how the industry, as a result, prices games in these terms. It is for this reason that when you ask adventure game developers if they would please stop inserting unfair and nonsensical puzzles into their games, they respond with a whiny “but if the puzzles were too easy, then the player would finish the game too quickly!”

Now, I understand the importance of pacing in storytelling. Television and movies, a fixed-length affair, go through great pains to get this to work properly. Still, what about the oft-forgotten practice of reading a novel? The way I measure a novel’s worth to me personally is how quickly I find myself reading it; if it takes me too long to get through a book, it usually means that it isn’t very interesting, and that I’m probably never going to finish it. When it comes to adventure games — which, I argue, have more similarity to books than visual media in that the player controls the pace at which the story progresses — the same applies: the games I consider to be the best are the ones I speed through quickly, even if I need a walkthrough to do so. And they are the ones I’ll play again and again to see what I missed the first time around, just like I do for stories I love in other media. And it’s usually these subsequent playthroughs I end up enjoying the most, because now that I know all the solutions to the puzzles, I can better concentrate on exploring the story instead.

Does anyone else in the universe feel the same way about this? Anyone?