| Storytelling in Games - Heather's perspective
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| Posted by emily |
March 7, 2008 |
And now, the riveting conclusion of "Telltale's take on story in games," courtesy of designer Heather Logas.
What elements make up a good videogame story?
The same elements that make up a good any kind of story. Interesting characters, dramatic tension, interesting situations that the audience can, in some fashion, relate to. The differences are not in the substance of the stories themselves, but in the mechanics of telling an interactive story vs. a non-interactive one.
What influences, if any, do you take from other media (i.e. film, tv, comics/graphic novels)?
I don't remember the last time I walked out of a movie without saying to my husband "Wouldn't that make a great game?" Other media is rich with ideas that would work great as games or part of games. When I am working on a game my brain is constantly tackling problems by sorting through similar situations in books I've read or movies I've seen.
It's kind of like having an "inspiration stew" in my head, that I can sort through, and pull out a potato of an idea. Then I can take that potato and play with it, maybe mash it up. Eventually it ends up on top of a shepherd's pie or I've moved on to a different root vegetable, but it all started with a potato from the stew.
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| Tagged Bone, Deep Thoughts, Sam & Max |
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| Telltale's August Newsletter (yes, we finally did one!)
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| Posted by emily |
August 31, 2007 |
If you're an avid follower of the Telltale Interloper, you've probably been sad that we haven't come out with one since... err... Christmas. Well, cry no more! Our first Interloper in eight months brings a handy round-up to all the important stuff that's been going on, plus the return of the ever popular Order Up recipe column. Best of all, working on it made us remember how much fun it is to send out a newsletter every now and then. We'll try to get the next one out a little sooner.
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| Tagged Around the Office, Bone, CSI, Newsletter, Sam & Max |
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