My first peer-reviewed article was just published in Well Played journal from @etcpress! @stedwwardsu's Dr. Jack Musselman and I discuss his grandmother's awful fruitcake and my urge to drive on real-life sidewalks after playing Grand Theft Auto.
https://t.co/leye4SUoUy
#worlbuilding in @capygames Grindstone: "With worldbuilding, I'm a big proponent of creating intentional gaps for players to insert their own thoughts into, giving just a taste of an idea to spark their own imagination." #storytelling#narrativedesign
https://t.co/76YtejEMZD
Check out my latest article: DEAR HOLLYWOOD: DON’T REMAKE "WIZARD OF OZ." ADAPT ITS STRANGE AND RELEVANT SEQUEL INSTEAD https://t.co/O6AFr2wnQy via @LinkedIn
Bob was on the BULLETPROOF SCREENWRITING podcast talking about his and Keith's journey to "Slay the Dragon," and how screenwriters can learn to write for video games.
Listen here. Video coming soon.
https://t.co/5lkEMOm0lD
Superexcited about talking interactive storytelling, making games into movies, and Hideo Kojima on the the @bpscreenplay podcast. Will post the link soon!
@Nick_Solari@thumbcandy The next exercise is the reverse: take a fixed story (your favorite movie), and adapt it into a tabletop game. You can't change the story at all; you have to design gameplay to fit the story.
Bob's been doing that in his Analog Game Design course, and the students love it.
Congrats to @wildermyth for a great Polygon review! "The #writing in Wildermyth is surprisingly good, with flashes of humor throughout. Character backstories tie into stats, and give the procedurally generated #narrative weight and meaning."
https://t.co/wZwIFZDFt1
We're happy to see so many deep story-driven games on this @Polygon list of the decade's best games. What do you think? Which are missing?
https://t.co/oSWn9kP3zl
Margaret Atwood: "There’s four kinds of stories: extraordinary people in extraordinary times, extraordinary people in ordinary times, ordinary people in ordinary times, and ordinary people in extraordinary times."
https://t.co/SYLok0EyLh