Tag: Game Development

  • Narrative Structure Is a Budget Decision (Part 3)

    If you’ve read Parts 1 and 2, you now have a vocabulary for the distinct structures that tend to get lumped together under “branching narrative.” This is the part where I tell you how I actually use that vocabulary — and why the most important conversation about narrative structure usually happens in a budget meeting,…

  • Stop Calling Everything a Branching Narrative: A Field Guide (Part 2)

    If you haven’t read Part 1, the short version is this: “branching narrative” means different things to different people, and that ambiguity causes real problems when you’re trying to design, write, or budget a game. The goal of this series is to give you a shared vocabulary that actually holds up in a production meeting.…

  • What Do You Even Mean By Branching Narrative?

    There’s a conversation I’ve had more times than I can count, and it usually starts the same way. Someone — a writer, a designer, sometimes an executive — says they want a “branching narrative” for their game. Everyone in the room nods. Everyone thinks they understand what that means. And then, about three meetings later,…

  • You Feel Nothing: The Problem with Second Person Storytelling in Games

    There’s a book I used to keep on my desk in the office. Bright Lights, Big City by Jay McInerney. Every time someone came to me with a design concept that had a particular problem baked into it, I’d hand them the book, tell them to read the first chapter, and let them figure out…

  • Less Is More: A Framework for Game VO That Players Actually Listen To

    There’s a version of this post that starts with a rant about Claptrap. We’ll get there. But first, a principle. Good game VO — the kind that actually lands, the kind players remember years later — isn’t really a writing problem. It’s an attention problem. And attention, it turns out, is one of the most…

  • The Hypothetical Cost Of A Hypothetical Game

    There’s been no shortage of conversation online in recent years about game revenue — new monetization models, rising prices, season passes, microtransactions, the economics of live service. What’s talked about considerably less is the other side of that equation: what it actually costs to make a game in the first place. Most publishers stay quiet…

  • Sound High Level Thoughts

    A few months back I was given the opportunity to put together and present a talk to the whole studio about game audio. Keeping it under twenty minutes meant staying deliberately high level — which was harder than it sounds, because audio is one of those topics where every thread you pull leads to three…

  • Staring At The Summit

    (Blogtober Day 12) One of my favorite books that delves into the history of game development is Ken William’s “Not All Fairy Tales Have Happy Endings: The Rise And Fall Of Sierra On-Line.” Despite the rather long name and somewhat busy cover, this book was a pretty fun and interesting read. Ken Williams and his…

  • Momentary Stars

    (Blogtober Day 11) Something that took me a while to really understand in sound design and mixing is how to find the restraint that is sometimes needed to not make everything loud all the time. It’s a super easy trap to fall into, and boy did I ever fall into it early in my career.…

  • Applying Vonnegut To Gaming Pt. 2

    (Blogtober Day 10) So picking up from yesterday’s Blogtober entry applying some creative writing tips from the late author Kurt Vonnegut and seeing if I can apply them to game development… “Start as close to the end as possible.” This is an interesting one to try to apply to game development as there can be…