In this final part of our series about interactive storytelling, we’ll talk about the future of storytelling in videogames.
In the last article we saw where the need for storytelling comes from, which is something intrinsic to humankind, and we said that telling a story means basically to convey a message in order to obtain a response in our listener.
One of the main activities of humankind is telling stories. We all tell stories.
There are a lot of digital storefronts available, each with their own unique benefits. Some work well with certain types of games and engines, while others might not.
Action games with weapons in them often utilize some form of reloading mechanic, which is a wonderful built-in game design element. It adds a lot of immediate choice for the player, it makes any encounter much more interesting, and it’s easily accepted as an “authentic” mechanic.
Playing a game can be a complex task. Some games, like Snakes and Ladders, are pretty straightforward—but some games, like SpaceChem or Factorio, can be incredibly complicated affairs that test our brains to the very limit.
Classes are everywhere. Once the domain of RPGs, now class systems have been pushed into every type of game imaginable. We’re all familiar with the tropes of Warriors and Wizards in high fantasy, but what can we learn about class design from other games?
Last time, we looked at countdowns in games, how they are set up, and what elements you can use to make them more engaging. There are much more than will fit in a single article, though!
Countdowns are simple elements that appear in a lot of games, yet their design can be easily overlooked.
What is best in games? To crush your enemies, see them driven before you, and get cool weapon upgrades? Sadly, the alternative answer—”to heal the sick, bring people together, and make everyone happy”—never really took off.
What is a game? There are a lot of theories, and while most game designers will agree on certain aspects, there has never really been a solid answer.