Article Time Again, Oh My!
My latest Adventure Architect article is the one that’s taken me the longest to write, but it also happens to be my favourite so far. Hopefully, you’ll all agree, as it delves into the wonderful world of interactive characters. Obligatory excerpt:
“Sadly, in many adventures, character interaction has presented itself as extra window dressing rather than as a primary gameplay element. At most, it is useful in the way that talking to a character sometimes provides clues as to how to solve a puzzle; other times, it is simply a fun little diversion and nothing more. Save for a relatively minute handful of exceptions, what you say or do to characters has no significant effect on the game itself — if you make someone angry by choosing one dialogue option, it is virtually forgotten by the time you go back and choose a different one. Although a mixture of clever writing and careful limiting of possible choices can effectively maintain the player’s suspension of disbelief in this regard, it still begs the question as to what an adventure game would be like if non-player characters did remember how the player treated them. This is a question I plan to explore at length throughout the making of Chivalry is Not Dead.”
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