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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:
    Robin Hunicke Nov 03, 2015
    Show notes

    We dive deep into empathy with Robin (designer on The Sims 2: Open for Business, MySims, producer on Journey, Glitch, co-founder of Funomena where she's currently working on Wattam and Luna) this week. Other topics include Robin’s pitch for a Street Angel game, games being systems that run on the software of us, what producers actually do, how to design for and instill empathy in players, fostering a genuine non-adversarial connection between players, how to reward contemplative play, games that celebrate mistakes, why aren’t we making games about being loved, the future of AI and storytelling, and how to stave off creative starvation.

    Our Guest on the Internet

    Robin's Twitter

    Funomena's Website and Twitter

    Stuff We Talked About

    Street Angel: The Princess of Poverty Vol 1

    The Timeless Way of Building by Christopher Alexander

    The Left Hand of Darkness by Ursula K. Le Guin

    Robin's GDC Indie Gamemaker Rant

    Tales of Tales’ Cathedral in the Clouds Kickstarter

    GDC Experimental Gameplay Workshop

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

    -Also Sleep No More is Macbeth, not Hamlet, as Robin pointed out to us after recording this-


    Tanya X. Short & Rob Auten Oct 26, 2015
    Show notes

    We're all about ARGs and procedural generation on this week's discussion with Tanya (designer on Age of Conan, Dungeons of Fayte, The Secret World, Shattered Planet and Moon Hunters) and Rob (writer on ALFA-ARKIV, Gears of War: Judgment, The Vanishing of Ethan Carter, Playmation, and Battlefield Hardline). Our sprawling conversation includes chatbots, transmedia narratives, creating mythologies, binary morality systems, pacing in a procedurally generated game, why haven't we moved past cutscenes in games, how procedural and systemic gameplay affects development and writing, and games based on information retrieval.

    Our Guests on the Internet

    Tanya's Website and Twitter

    Rob's Twitter

    Stuff We Talked About

    Moon Hunters on Steam

    ALFA-ARKIV app

    itch.io

    Chatscript

    Versu

    The Fake 'Terrorist' Conspiracy Game That Fooled People For Years by Patricia Hernandez

    GDC Talk: AI-driven Dynamic Dialog through Fuzzy Pattern Matching by Elan Ruskin

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


    Brian Kindregan & Diandra Lasrado Oct 19, 2015
    Show notes

    We've brought in Brian (who has a huge reel including: animator on Boogerman, storyboard artist for Warner Bros, writer on Jade Empire and Mass Effect 2, and lead writer on Starcraft 2 and Diablo 3) and Diandra (editor formerly at Bioware, Riot, Snail Games, XSEED, and currently Carbine Studios) for discussions on Boogerman, working at Bioware, what being an editor in games is like, application processes for writers, writing born from constraint, why we haven't seen The Wire: The Game yet, and what RTS' can do with storytelling that no other genre can do.

    Our Guests on the Internet

    Brian's Website and Twitter.

    Diandra's Twitter.

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


    Brendon Chung & Brie Code Oct 02, 2015
    Show notes

    Brendon (creator of Barista, Gravity Bone, Flotilla, Air Forte, Atom Zombie Smasher, and Thirty Flights of Loving) and Brie (formerly of Ubisoft Montreal where she worked on the AI systems for the Assassin's Creed franchise and was lead programmer on Child of Light) join us on our very first episode to discuss narrative systems, whether or not cutscenes are evil, the systemic possibilities of a game based on The Good Wife, procedurally generated stories and level design, what an open world game without a main quest would be like, silent protagonists, if narrative is a game mechanic, and much more!

    Our Guests on the Internet

    Brendon's Website and Twitter

    Brie's Website and Twitter

    Stuff We Talked About

    A Pattern Language: Towns, Buildings, Construction by Christopher Alexander

    'Narrative is not a game mechanic' by Raph Koster

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


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