For a class I am taking, I have to create a concept document explaining the idea I have for the game that I want to make this semester. Since I already know a lot about the game I’m trying to make for the class, I thought I would share it with my few readers. I went back to look at my other posts on The Epic of Sadko, and I realized that they don’t really explain much about the game in concept. This seems as good a time as any to describe it.
Goodness it’s been a while. These last few weeks have been nothing but rush to get significant work done on three projects that plagued be throughout the semester. But they are done for now and I can relax for a little bit. What I’m going to do today is recap the last four months or so, and explain what I am going to be doing this Summer. I’m going to do this in the following way:
- A list of the games I played or watched plays of (via roommate or YouTube)
- An update on the game project for the semester (The Doors Are Frozen Shut)
- An update on the narrative project
- An update on the player types project
- My plan for the next 3.5 months
I have made links so that you can skip past things like the lest of games. If the more link is showing below, then you’ll need to hit it to use the links. So without further ado.
I am probably about to do two books probably a great deal of injustice. I do not mean to, but I feel like I have been a bit lax in some of my reading lately. I have had two books on my radar for a while, bought them about a month ago, and I hadn’t really gotten around to reading them yet. One was Chris Crawford on Interactive Storytelling by Chris Crawford (no surprise). I’m still working on that one because it is really interesting to me and I want to give more than usual. The other book is Imaginary Games by Chris Bateman. You may have noticed that I also indicated Patterns in Game Design as part of the post title. A few days ago, I was skulking about on Twitter, following conversations back for context, when I came across a book recommendation from Brenda Brathwaite. She mentioned Patterns in Game Design (by Staffanto Bjork) to someone as a must-read book. I casually checked my university library and found we had an electronic copy. I didn’t read it right away, but instead tried to find someplace to buy the book (with no luck as the book appears to be a bit rare). Eventually I got around to reading it in my own way. The injustice I am giving these books is, for the most part, that I did not read every word. In fact, I read only parts that I thought were relevant to my topics. Even still I am going to talk about them anyway.
Lately I have been touting around a shortcut phrase for what I am looking at in my other projects. The phrase is “Using Narrative as a Mechanic”. This phrase is wrong. I’m going to spend some time here discussing what I really mean by this phrase. First, though the problem of the phrase.