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Posted Jan 07, 2009 at 12:43PM by Gino D.
Listed in:
Games,
Opinions & Analysis
Tags:
Indigo Prophecy,
David Cage
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Posted Apr 12, 2008 at 06:08AM by David T.
Listed in:
Off Topic
Tags:
Microsoft,
Sony,
Wal-Mart,
ESRB,
Indigo Prophecy
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What comes to your mind when you hear the words "Adults Only?" Chances are, you're thinking what we're thinking. There are, however, certain things you should know about what makes the rating and what the actual number of games with this kind of rating is. The latter point is especially important. Find out why after the jump. |
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Posted Mar 08, 2007 at 06:26PM by Ian C.
Listed in:
News
Tags:
GDC,
Indigo Prophecy,
Warren Spector
Page 1
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Warren Spector of Thief and Deus Ex fame delivered an hour long address at GDC 2007 criticizing the state of storytelling in today's videogames. His address, entitled "The future of Storytelling in Next-Generation Game Development – repeatedly emphasized how compelling, player-driven narratives are key to reeling in those who make up the sizable "non-gaming" population. Spector stated that he was less than impressed with linear narrative models in games, and though he does truly enjoy games with linear narrative, he says that he feels that it has to go, even though he admits that it won't. He emphasized that a shared authorship model – where developers give players limited freedom - could be best. Examples of the shared authorship model include games like Grand Theft Auto. Bottomline: he wants more player involvement in today's video game's story lines. Some of us here at QJ agree with this. For one thing, multiple game endings as a standard instead of a bonus would be nice. What else would all the extra space in next-gen formats be for? Spector also takes time to note that creating more believable characters, and not just prettier character graphics and designs should also be a goal for next-gen games. He cites the characters from Indigo Prophecy, Final Fantasy XII, Mass Effect, and the lovable Alyx Vance from Half-Life 2. Spector urged video game developers to "Tell stories with players," to let them have part in the creation experience, and to push storytelling forward. Spector explains: "How can we be satisfied with just letting players jump from cover point to cover point so they can kill somebody. ...How can we settle for that?" He also goes on to say: The best way to do this is to get over yourselves. It doesn't matter how cool or creative you are--don't tell your story, work with players to tell our story. Let players off the rails. And let them explore the inner life of their characters |
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