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Transmedia: Storytelling for the Digital Age
a look at the creative and technical worlds of immersive storytelling
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The Psychology of Flow: What Game Design Reveals about the Deliberate Tensions of Great Writing

The Psychology of Flow: What Game Design Reveals about the Deliberate Tensions of Great Writing | Transmedia: Storytelling for the Digital Age | Scoop.it
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Maria Popova:  "Great stories, like great life-stories, are woven of the same interplay between fertile ennui and surmountable frustration — so argues writer Peter Turchi in one especially rewarding section of the altogether stimulating A Muse and a Maze: Writing as Puzzle, Mystery, and Magic (public library | IndieBound)."

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Dr. Pamela Rutledge's curator insight, February 10, 11:50 AM

One of the exciting gifts of the rising popularity of gaming and, by extension, game design is the increased visibility and appreciation of relationships among user experience, psychology and narrative.  This creates a broader understanding of the need for psych theories, like Flow, in thinking about and designing media and technology (#mediapsych).  As this excellent article illustrates, Flow, like narrative, is based on the fundamental push/pull of energy in every experience, the inherent conflict that moves life forward.  Flow is a masterful model of how this balance translates into psychological engagement.

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The (Fun, Violent) History Lesson Inside "Assassin's Creed Unity"

The (Fun, Violent) History Lesson Inside "Assassin's Creed Unity" | Transmedia: Storytelling for the Digital Age | Scoop.it
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Jeff Beer:  "You're running through the streets of Paris. The year is 1789 and you've just killed a guy with your bare hands. The question is, do you care if the graffiti you just sprinted past is historically accurate? Ubisoft does."

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David Collet's curator insight, October 23, 2014 8:18 PM

Fun. Serious. Innovative. Has integrity. 

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Finding Game Design

Finding Game Design | Transmedia: Storytelling for the Digital Age | Scoop.it
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Tadhg Kelly:  '"Game designer" sounds like a cool job, but often game designers actually do a much more ordinary job' ...

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3 Lessons In Game Design, From A Cutting-Edge Developer

3 Lessons In Game Design, From A Cutting-Edge Developer | Transmedia: Storytelling for the Digital Age | Scoop.it

Mark Wilson:  "A brand-new platform. A tiny studio. A hard launch date with no opportunity for delays. Broken Rules cofounder Felix Bohatsch shares how the team pulled it off."

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Matmi's curator insight, January 17, 2013 7:13 AM

Some great lessons for those in game design. We have a bunch of incredibly talented designers and designers here at Matmi who are always looking to learn more and developer there skills so we are able to give our clients the best game possible - HK

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Behind The Year’s Most Talked-About (Gun-Free) Game, “Unfinished Swan”

Behind The Year’s Most Talked-About (Gun-Free) Game, “Unfinished Swan” | Transmedia: Storytelling for the Digital Age | Scoop.it

Kevin Ohannessian: "One of the most acclaimed games of the year is one of the most unusual--a game that has players discovering the unfinished world of a madly creative king. Creator Ian Dallas talks about making a game about creativity itself."

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How developers deal with griefers

How developers deal with griefers | Transmedia: Storytelling for the Digital Age | Scoop.it

Simon Hill: "Griefers, the people in games that deliberately try to annoy others, are a problem for gamers. So how do developers plan design a game knowing that a small group will actively try to undermine their work?"

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Game Design with Kids: An Interview with Charley Miller

Game Design with Kids: An Interview with Charley Miller | Transmedia: Storytelling for the Digital Age | Scoop.it

"I always ask my game design students: "Where in this game is there a moment where the player is faced with an interesting choice?". These are the moments that give a game depth because players will want to explore the possibilities of their decisions"...

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What Games Are: A Primer - What Games Are

What Games Are: A Primer - What Games Are | Transmedia: Storytelling for the Digital Age | Scoop.it
A while go I decided to create a reference resource of game terms, for designers, developers and anyone else interested in games. This is its first release!

 

 

 

[A great reference for those of us wanting to "get our game-speak on" ... http://whatgamesare.com/primer.html]

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Narrative is not a game mechanic

Narrative is not a game mechanic | Transmedia: Storytelling for the Digital Age | Scoop.it
Let’s start thinking about this by looking at what a game is. Games can and do exist without narrative. The core of a game is a problem to solve.

Via cynthia jabar
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The Four Lenses of Game Making

The Four Lenses of Game Making | Transmedia: Storytelling for the Digital Age | Scoop.it
A lens is a cognitive, emotional or perceptual bias. In politics, religion, philosophy and the arts there are many lenses, and game makers have their lenses too.

 

[A fabulously in-depth look and applicable to all forms of game making.]

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David Calvo: Beyond transmedia

David Calvo: Beyond transmedia | Transmedia: Storytelling for the Digital Age | Scoop.it

In a whimsical attempt to eradicate the narrative debate from the game design process, this talk tries, through theory and the speaker's own work, to define an ethic of development, an “affectionate anarchism” leading back to the original source driving creation on any support: poesis.

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An Ever-Changing Game, Designed and Written By its Players? Sounds Good.

An Ever-Changing Game, Designed and Written By its Players? Sounds Good. | Transmedia: Storytelling for the Digital Age | Scoop.it
The idea of user-generated content is nothing new, and success at implementing the concept has ranged from the niche (inFamous 2) to the wildly successful (Minecraft).
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How To Create A World: Skyrim's Director On Building A Never-Ending Fantasy

How To Create A World: Skyrim's Director On Building A Never-Ending Fantasy | Transmedia: Storytelling for the Digital Age | Scoop.it
The fantasy world of Skyrim is notable for its scale and level of realism. Game director Todd Howard explains how his team at Bethesda Game Studios approaches the creation of a world.

 

[Although specifically referencing gaming, this article is great for all transmedia storytellers.]

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“Gamerliness” – How Games Can Evolve By Looking Inward

“Gamerliness” – How Games Can Evolve By Looking Inward | Transmedia: Storytelling for the Digital Age | Scoop.it
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Mary Lee Sauder:  "If you’ve ever studied art, you may have heard the term “painterliness,” used to describe works of art that derive meaning from drawing attention to the fact that they are just paint on a canvas or clay molded by human hands."

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Whyfinding: what pervasive gaming has taught me about 3D videogame design

Whyfinding: what pervasive gaming has taught me about 3D videogame design | Transmedia: Storytelling for the Digital Age | Scoop.it
The Digital Rocking Chair's insight:


Christy Dena:  "In this post I’ll describe my problem with (some) videogames, how I figured out the nature of the problem, and what it means."

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Helen Teague's curator insight, August 3, 2014 9:15 AM

Extremely interesting discussion by Christy Dena about pervasive games, the fictional world we create overlaps with the player’s world. Dena includes external links to important studies and resources. I did not know what QWOP meant until this post (QWOP is a 2008 ragdoll-based Flash game created by former Cut Copy bassist Bennett Foddy. Players control an athlete named "Qwop" using only the Q, W, O, and P keys)

Jeni Mawter's curator insight, August 11, 2014 2:29 AM

Christy Dena shares her insights.

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The Lesson of Mafia Wars [Game Design]

The Lesson of Mafia Wars [Game Design] | Transmedia: Storytelling for the Digital Age | Scoop.it
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Tadhg Kelly:  "Although it's not the first of its type (that honor belongs to Mob Wars) I've come to regard Zynga's Mafia Wars as a milestone moment in game design."

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LEGO Lord of the Rings interview: TT Games on recreating Middle-earth

LEGO Lord of the Rings interview: TT Games on recreating Middle-earth | Transmedia: Storytelling for the Digital Age | Scoop.it

Matthew Reynolds:  "LEGO Lord of the Rings sees Traveller's Tales take on yet another movie franchise, but with a few twists, constructing an open world and using role-playing game elements to make an experience with more depth and scope. We chat with producer Nick Ricks about the challenges of recreating Middle-earth, how side-quests were approached and how film dialogue was used in-game" ...

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5 tips for making more believable open world cities

5 tips for making more believable open world cities | Transmedia: Storytelling for the Digital Age | Scoop.it

Frank Cifaldi: "Creating a living, breathing, believable city is one of the biggest challenges to developers of open world gaming, so we asked the creative director of the upcoming Assassin's Creed III to share his secrets with you."

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What Makes RPG Dialogue Great (And How It Can Go Wrong)

What Makes RPG Dialogue Great (And How It Can Go Wrong) | Transmedia: Storytelling for the Digital Age | Scoop.it

Jason Schreier: "Words bounce and move in certain directions, with certain cadences and beats. You can tell when the pulse isn't there"...

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GDC: 5 Things Every Addictive Game Needs

GDC: 5 Things Every Addictive Game Needs | Transmedia: Storytelling for the Digital Age | Scoop.it
The catchiest videogames, the ones that grab players immediately, share a certain set of traits that designers ignore at their own peril, says a veteran gamemaker...
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Transmedia L.A. - A Week in Game Mechanics

Transmedia L.A. - A Week in Game Mechanics | Transmedia: Storytelling for the Digital Age | Scoop.it

"It’s been sort of fortuitous that this week in Transmedia Los Angeles it’s been all about Game Mechanics. I was able to attend three informative events, and compiled helpful information that I feel can come in handy to all of those interested in incorporating a gaming aspect into their Transmedia projects."

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Do I need to know how to program to do game design?

Do I need to know how to program to do game design? | Transmedia: Storytelling for the Digital Age | Scoop.it
I'm frequently asked whether it's important to learn how to program in order to make games or work in the games field. In general, my answer is yes, learn to program.
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'The Adventures of Tintin' interview: Turning the movie into a game

'The Adventures of Tintin' interview: Turning the movie into a game | Transmedia: Storytelling for the Digital Age | Scoop.it
The Ubisoft senior producer discusses the new game based on the Tintin movie.
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What is Mario’s Secret Ingredient?

What is Mario’s Secret Ingredient? | Transmedia: Storytelling for the Digital Age | Scoop.it
Our recent posts and discussions on GeekDad about Super Mario 3D Land got me wondering what it was about Mario that makes him such an enduring character...
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What Isn’t Sound Design?

What Isn’t Sound Design? | Transmedia: Storytelling for the Digital Age | Scoop.it
What isn’t sound design? That’s a weird question. Well, not that weird. It’s not like asking why I frequently wear briefs made from bologna. The answer to that, by the way, is because most people would never guess where the smell is coming from.
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