The lecture was presented at the GDC 2010 conference from two speakers, Harvey Smith - Game Director at Arkane Studios and Matthias Worch - Senior Level Designer at Visceral Games
Details can be found here http://www.worch.com/2010/03/11/gdc-2010/
and although I'm, going to go into detail about their lecture and apply their knowledge to my own research, the slides and speakers notes can be found directly here http://www.worch.com/files/gdc/What_Happened_Here_Web_Notes.pdf
The lecture examines game environments as a narrative device with focus on player interpreting/pulling information, in opposition to traditional fictional exposition.
The session is divided into five sections;
- 1. Game Environments- Lays the foundation and looks at what a game environment actually is and what it represents.
- 2. Environmental Storytelling - Define it, and looks at examples
- 3. Practical Techniques -
- 4. Systemic Environmental Storytelling - The two main forms of environmental storytelling, designer-authored and systemic. Presenting techniques and ideas.
- 5. Conclusion
In following blog posts I'll be covering these chronologically and relating them to my own research where I can.
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