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    Games & Hobbies

    Script Lock

    Writers Max and Nick Folkman sit down with other writers and developers to discuss storytelling in video games.

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    Latest Episodes:
    Émilie Poissenot & Brie Code Feb 20, 2017
    Show notes

    We're starting 2017 off right with our guests Émilie (co-director of Burning Glass Creative, led design team on The Sims FreePlay at EA Melbourne and on Drakensang at Bigpoint Games. Was game design director at Frima Studio and taught storytelling in games at Cégep Limoilou) and Brie (previously lead programmer at Ubisoft Montreal on the Assassin's Creed franchise and Child of Light, and currently the founder of Tru Luv Media). Topics include making games with people who don't like video games, modular narratives, integrating positive psychology into game design, story emerging from systems, the storytelling challenges of being free to play, updating a game every three weeks and the challenges therein, emotional triggers that create engagement, player ownership in games, the importance of giving space to the audience, and games as a personal growth tool.

    Our Guests on the Internet

    Emilie's Twitter and Website.

    Brie's Twitter and Website.

    Stuff We Talked About

    Character Development and Storytelling for Games by Lee Sheldon

    This War of Mine

    iThrive

    Eco

    *Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.*


    Emily Grace Buck & Julie Marchiori Dec 19, 2016
    Show notes

    It's our last episode of the year! Emily Grace Buck (narrative designer at Telltale Games where she worked on The Walking Dead: Michonne and Batman - The Telltale Series, and previously designed and wrote educational games at Kognito) and Julie Marchiori (level designer, mission designer, and current Assistant Narrative Director at Ubisoft Montreal, and has worked on such games as the Army of Two franchise, Far Cry 3, Assassin's Creed 3, and Assassin's Creed Unity) drop in to talk about using agency to empower players to build their own stories, gameplay verbs, the narrative potential of systems, environmental storytelling, level design, the research phase, design processes, subtext in games, the importance of downtime with your characters and why it's difficult for studios, minority content, examining the choices of players, and a heck of a lot more!

    Our Guests on the Internet

    Emily's Twitter and Tumblr.

    Julie's Blog about going from gamer geek to gamer geek mom, and her other Blog where she talks about things like her beef with gendered games.

    Stuff We Talked About

    Middle Earth: Shadow of Mordor

    Dragon Age: Inquisition

    Fallout 3

    Simulacra and Simulation by Jean Baudrillard

    Assassin's Creed: Unity

    Sherlock Holmes Consulting Detective

    Batman - The Telltale Series

    Gears of War 4

    Uncharted 4: A Thief's End

    The Witcher 3: Wild Hunt

    Until Dawn

    Life is Strange

    World of Warcraft

    Mystic Messenger

    MR. ROBOT:1.51EXFILTRATI0N

    Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.


    Tim Schafer, Jake Elliott, and Cara Ellison Dec 05, 2016
    Show notes

    We are JAM-PACKED with storymakin' knowledge as we talk with Tim (co-founder and creative director of Double Fine Productions, probably wrote/designed/programmed your favorite LucasArts games), Jake (co-founder of Cardboard Computer and writer on Kentucky Route Zero. Maker of artware, music, and games like A (Moth in Relay), We Were You, and The Penguins’ Dilemma), and SURPRISE RETURN GUEST Cara (writer, narrative designer, game critic, and wrote on the recently released Dishonored 2) about using Twine as a design tool, knowing the implementation of your writing, working the fat off your prose style, the hero’s journey being just one bag of tricks that works, the differing emotional states between pitching and working, thinking of structure like Brutalist architecture, the most over utilized/underutilized tools in the storytelling toolbox, the importance of having/not having voice over, fatigue from world-ending stakes, internal writing rules, deciding to use/not use puzzles in adventure games, and whether there’s too much pressure on conclusions.

    Our Guests on the Internet

    Tim's Twitter and Website.

    Jake's Twitter and Website.

    Cara's Website and Book.

    Stuff We Talked About

    Screenplay: The Foundations of Screenwriting by Syd Field

    Save the Cat by Blake Snyder (Don’t buy this book)

    Breakfast of Champions: A Novel by Kurt Vonnegut

    On Writing: A Memoir of the Craft by Stephen King

    Thirty Flights of Loving

    Virginia

    Here and There Along the Echo

    Spider and Web by Andrew Plotkin

    Emily Short’s blog

    Sunless Sea

    Kurt Vonnegut's Writing Rules

    Jake's GDC 2013 talk - Designing for Mystery in Kentucky Route Zero

    The Poetics of Space by Cara Ellison

    Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.


    Mel MacCoubrey & Ann Lemay Nov 21, 2016
    Show notes

    Mel (writer and Director of Narrative Design at Ubisoft Quebec, and has worked on such games as Far Cry 4, Assassin's Creed Freedom Cry, and Assassin's Creed Syndicate) and Ann (writer and narrative designer on such games as Mass Effect 3, Dragon Age: Inquisition, and Mass Effect: Andromeda, and is a co-writer of the book The Game Narrative Toolbox) are here to talk about whether going to university is necessary for becoming a game writer, being a salesperson to other departments, Ubisoft internships, the length of game stories, being a narrative director, one thing they wish all departments knew about narrative to start with, dealing with players who don't care about story, how narrative is everything, the possibility of AAA studios making smaller open world games, being scientifically accurate in Mass Effect and historically accurate in Assassin's Creed, coming onto a franchise that has already started, fan fiction, how to acknowledge every possible action of the player without diluting the story you want to tell, whether we should be concerned about side content overshadowing the main narrative, the hardest and easiest characters to write, the importance of communication, and jeez, so much more!

    Our Guests on the Internet

    Mel's Twitter and Website.

    Ann's Twitter and Book.

    Stuff We Talked About

    Civilization VI

    Why Most People Don't Finish Video Games

    Sister Outsider: Essays and Speeches by Audre Lorde

    Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.


    Thomas Grip & JT Petty Sep 12, 2016
    Show notes

    Thomas Grip (co-founder and Creative Director of Frictional Games, makers of the Penumbra series, the Amnesia series, and SOMA) and JT Petty (writer on such games as the first three Splinter Cell titles, Batman Begins, Outlast 1 & 2, and The Walking Dead: Season 2) join us to discuss the Four Layers of Narrative Design, mistaking plot for story, how controllers affect the narrative, goals of storytelling, VR skepticism, the relation between narrative systems and emotional impact, Silent Hill, what a lack of combat can do for you, the lessons developers can learn from horror, and much more!

    Our Guests on the Internet

    Thomas' Twitter.

    JT's Twitter.

    Stuff We Talked About

    Frictional Games' Blog

    Games Telling Stories? by Jesper Juul

    The Aesthetic of Play by Brian Upton

    To the Lighthouse by Virginia Woolf

    Writings & Lectures on Game Design by Richard Rouse III

    Men, Women, and Chainsaws: Gender in the Modern Horror Film by Carol J. Clover

    Why VR Will Not Replace Movies by David Pogue

    Spec Ops: The Line

    Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.


    Josh Scherr & Sarah Elmaleh Aug 15, 2016
    Show notes

    Uncharted 4 spoilers abound as we've got Josh (former Cinematics Animation Lead at Naughty Dog on the Jak and Daxter series as well as Uncharted 1 through 3, followed by co-writer on Uncharted 4) and Sarah (actor and voiceover artist, heard in such games as Gone Home, Codename Cygnus, Skulls of the Shogun, Galak-Z, Call of Duty: Black Ops 3, and Uncharted 4) in to talk performance, can you know too much about a character, the writing process at Naughty Dog, what you accomplish in level dialogue vs cutscene dialogue, why there isn’t an open world Uncharted, was Sam ever Samantha, structure, taking the time to develop characters in-game and spend time with them, where do you start when creating mysteries/puzzles, serious pirate history, making the main character an asshole, ghost pirates, and can you enjoy the games you’ve worked on.

    Again, SPOILERS FOR UNCHARTED 4 IN THIS EPISODE.

    Our Guests on the Internet

    Josh's Twitter.

    Sarah's Twitter and Website.

    Stuff We Talked About

    Babycastles

    The Uncharted comic series on Comixology

    A Second Chance at Sarah by Neil Druckmann

    Nate's journal illustrations by Alex Neonakis

    A General History of the Pyrates by Capt. Charles Johnson

    Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.


    Laura E. Hall & Ian Thomas Aug 01, 2016
    Show notes

    The wait is over! Laura (writer and game designer on such projects as the escape room Spark of Resistance, Dysforgiveness, and Cuppa Quest) and Ian (writer, narrative designer, and programmer, and has worked on Soma, the Lego games, and the Little Big Planet series) join us this week to talk about moment-driven story design, designing escape rooms and narrative live action experiences, relying on people's subconscious' to do the heavy lifting, Punchdrunk's immersive theatre, environmental storytelling, breaking games, how to write for experiences where you can't control what the player will do, puzzle design, VR shorthands, and much more!

    Our Guests on the Internet

    Laura's Twitter, Website, and Escape Room.

    Ian's Twitter, Talespinners' Website, and Frictional Games' Website.

    Stuff We Talked About

    Puzzled Pint

    Echo Bazaar Narrative Structures, Part Three by Alexis Kennedy

    Punchdrunk

    The Room by Fireproof Games

    Bossfight Books' Spleunky by Derek Yu

    Sisters by Otherworld

    Budget Cuts by Neat Corporation

    The Foo Show featuring Will Smith

    Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.


    Jolie Menzel & Teddy Diefenbach May 16, 2016
    Show notes

    Talking all about design this week with Jolie (cinematic artist & game designer at Telltale Games on The Walking Dead: 400 Days, The Wolf Among Us, Tales from the Borderlands and more, and currently a level designer at Ubisoft San Francisco on South Park: The Fracture But Whole) and Teddy (writer and game designer, worked on Shove Pro, The Moonlighters, and Hyper Light Drifter, and currently a creative director at Square Enix Montreal). We also chat about the story and lack of text in Hyper Light Drifter, games being different based on what department heads the studio, breaking design down into systems/levels/narratives, narrative puzzle design, iteration, having intimate conversations with developers by playing their game, giving players choice when they don’t expect it, the balance of showing how much a game is listening to players, subtlety in design, storytelling through level design, games withholding their payoffs for too long, and the need to not be precious with your work.

    Our Guests on the Internet

    Jolie's Twitter.

    Teddy's Twitter, Podcast, and Hyper Light Drifter.

    Stuff We Talked About

    The Moonlighters

    Catherine

    Jolie’s GDC 2016 talk - Solving Puzzle Design

    Teddy’s Lost Levels talk

    Understanding Comics: The Invisible Art by Scott McCloud

    The Five C's of Cinematography: Motion Picture Filming Techniques by Joseph V. Mascelli

    Alias

    Prison Break

    Sleep No More (again)

    Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.


    Drew McGee & Greg Kasavin May 02, 2016
    Show notes

    Drew (Design Analyst on Star Wars: The Old Republic, Writer and Designer on The Banner Saga, and Lead Writer on The Banner Saga 2) and Greg (Creative Director of Supergiant Games and Writer of Bastion, Transistor, and Pyre) call in to talk with us about the importance of being involved with the development process when you're a writer, worldbuilding, the writing process on Banner Saga 1 & 2, subtlety in games, how Supergiant decides on which game they're gonna make, writing as the most disposable of the creative disciplines, the divide between thinking something is good and what ends up shipping, storytelling structures, revising and never being comfortable in knowing how close you are from the finish line, the phrase 'We made the game we wanna play,' dealing with branching narratives, and the storytelling potential in fighting games.

    Our Guests on the Internet

    Drew's Twitter and Stoic's Twitter.

    Greg's Twitter and Supergiant's Twitter.

    Stuff We Talked About

    Brandon Sanderson

    The Banner Saga

    Puzzle Quest

    Raid on Rise: Narrative Creation on 'Rise of The Tomb Raider'

    Pyre

    Bastion

    Greg Kasavin Reads the Introduction of Samurai Showdown 2

    Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.


    Rob Morgan & Emily Short Apr 18, 2016
    Show notes

    NPCs! VR! AR! Rob (game writer, narrative designer, voice director, and writer on Wonderbook, Fallen London, Sunless Sea, and The Assembly) and Emily (game designer specializing in interactive narrative, dialogue, and social interaction modeling, and writer of Galatea, First Draft of the Revolution, Alabaster, Counterfeit Monkey, and more) are here to talk about the importance of streamlining the implementation of your script, looting silos of information and the problem of them not being widely accessible, the value of knowing programming, the storytelling possibilities of VR and who you “are,” disempowered experiences in VR, interactive theater’s influence on games, different solutions for offering branching narratives to players, writing for augmented reality, and the lack of games about maintaining relationships.

    Our Guests on the Internet

    Rob's Twitter and Website.

    Emily's Twitter and Website.

    Stuff We Talked About

    Punchdrunk

    Sleep No More

    Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures by Emily Short

    Firewatch

    Wonderbook: Book of Spells

    Love Stories for High-XP Characters by Emily Short

    The Novelist

    In Your Arms Tonight

    VideoBrains Youtube Channel

    Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.


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