itch.iohttp://itch.iohttps://itch.io/t/1264254/website-linksarticlesWebsite Links/Articleshttps://itch.io/t/1264254/website-linksarticlesMon, 15 Mar 2021 00:50:48 GMTMon, 15 Mar 2021 00:50:48 GMTTue, 16 Mar 2021 17:46:29 GMTAn example of what you can post here :D

https://www.gamasutra.com/view/feature/130874/organizing_and_formatting_game_.ph...

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https://itch.io/t/1266334/mission-fictionencountersquest-designMission Fiction/Encounters/Quest Designhttps://itch.io/t/1266334/mission-fictionencountersquest-designTue, 16 Mar 2021 03:18:26 GMTTue, 16 Mar 2021 03:18:26 GMTWed, 17 Mar 2021 18:35:16 GMTNarrative designers frequently remind writers of "player agency." Player agency is a number of factors that regard the abilities and choices a player can make in a game. Audiences with a great extent of player agency will be able to control the following:

  • When, where, and what missions occur at any point in time.
  • The options to confront or neglect encounters
  • How a player solves missions, quests, or encounters through weapons, abilities, tools, and other various assets
  • What players ask NPCs versus what they are told by NPCs
  • More than one-uniform ending of mini-stories or a complete video game plot

The list goes on infinitely. What makes story and quest design unique is how narrative and game writers mix and match these options. Some players enjoy video games that have a linear story so when they replay them, they know the outcome of a plot every time. On the other hand, some players prefer video games with branching structures, numerous plots or endings, and less cinematics.

Keep in mind, as an entry-level writer or designer, a lower amount of player agency, dialogue, or written text will allow you to quickly showcase your storytelling skills. Employers look at many portfolios and resumes quickly during application processes, they will read shorter story bibles and play shorter games; portfolios containing a vast amount of 5-10 minute reads will help you land positions...in progress:)


Soon I will share more mission or encounter formats like flow chats, excel sheets, and other various examples. Currently, examples are in other Writing Samples and Examples topics.

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https://itch.io/t/1266332/character-sheets-profiles-and-biosCharacter Sheets, Profiles, and Bioshttps://itch.io/t/1266332/character-sheets-profiles-and-biosTue, 16 Mar 2021 03:16:23 GMTTue, 16 Mar 2021 03:16:23 GMTWed, 17 Mar 2021 17:31:48 GMTCommonly, writers state a "good" character with a powerful arc is someone an audience can identify with. You hear the expression "write what you know" most of the time because you can create interesting characters based on who you've met, exaggerations of who you've met, or a mixture of your favorite pop culture characters.

You need to keep in mind, players lose connection to characters once they feel the character has done something unrelated to their personality or to their arc. Also, in franchises, it's imperative to avoid rehashing "new characters" as alternate versions of previously established casts. For example, in recent Star Wars films,  some audiences felt main characters like Rey, Finn, or Poe had too similar storylines to icons like Luke, Han, or Lando. Please note, not all fans felt this way; although, analyzing how fans react to new or old characters in any IP will aid you on your quest to summoning the most powerful emotional arcs, plots, and moments.



Character sheets might include the following:

◦character name, occupation

◦race/age/gender

◦physical/visual traits

◦emotional/personality traits

◦likes/dislikes

◦greatest hopes (goals)/fears

◦religious or philosophical beliefs

◦backstory




This is a format I used creating The Nest





Marvel's Spider-Man - Spider-bio



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https://itch.io/t/1266333/world-building-setting-and-loreWorld Building, Setting, and Lorehttps://itch.io/t/1266333/world-building-setting-and-loreTue, 16 Mar 2021 03:17:20 GMTTue, 16 Mar 2021 03:17:20 GMTTue, 16 Mar 2021 03:20:05 GMT

The Sol System from Destiny


Every detail of a video game must support its theme and tone to create interesting and dynamic moods for players. The world in which a player inhabits must blur the line between fiction and reality; simultaneously, the world should have its own past, present, and future.

Dungeons masters or game masters incorporate these details and thoughts to weave consistent, energetic, and powerful stories. After all, without a captivating history and backdrop, a video game is an empty sandbox. From locations with grand architecture and structure to a simple meadow of flowers, every aspect of a world must reflect the theme and tone of the game.

Story barks from NPCs or old journals buried underneath rubble or just a few examples of how you can "color" an empty world or setting.


Links -

ETHICAL WORLDBUILDING IN GAMES GAMES & TECHNOLOGY BY ANNE REID



Pandora from Avatar



The Commonwealth from Fallout 4




The Devil's Roar from Sea of Thieves



The map of The Sea of Thieves
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