Sunday, June 15, 2014

Game Writing equals Narrative Design

http://www.thefictionengine.com/articles-on-game-narrative.cfm/article/writingequalsdesign


"...there isn’t a line between the design and the writing, especially if you’re doing a narrative-driven game. A lot of what you might call the game design is actually writing in a sense – writing isn’t just words, it’s creating the characters and the world and the actions that might make sense in that world." - Sam Barlow

I grabbed that quote from the following article where Sam Barlow, Rhianna Pratchett and Ragnar Tornquist discuss the closure of Irrational and what it means to AAA storytelling.




 As to Sam Barlow's comment about Writing and Design in video games, I was initially in wholesale agreement with him.  In fact, it's kind of bizarre that we have to call ourselves Writers AND Narrative Designers.  What really is the difference? 
Were I to write I fantasy novel, I'd write 'design documents' about the world, it's people, their culture, politics and economics.  I'd describe the terrain and climate, the cityscapes and landscapes.  I'd produce character profiles.  I'd plan out the narrative in a series of story beats.  Then, and only then, would I get stuck into the writing of the actual words that the reader will consume.
Stephen King once likened writing a novel to digging out a dinosaur skeleton.  You chip and brush away, revealing the dinosaur bone by bone.  Only when you've finished do you know exactly what sort of dinosaur you have.  I tried that once, with my first novel.  Needless to say, it remains unpublished.  Sorry Steve.  Guess I'm not that kind of writer.
I can't just make shit up and expect it all to turn out fine and dandy.  I had to laugh when in Alan Wake Alice surprises Alan with a desk set up nicely with typewriter and a fresh ream of paper.  He freaks out. 


I'd freak out too.  What am I supposed to do with that?  Just sit down and churn out a masterpiece like an infinitely typing monkey?  

I have to plan, map out, structure, formulate the story first.

Moving on from that first disaster of a novel, that's how I do all of my writing now.  I plan out the world, character and story arcs first.  Then I write the scripts.  But guess what?  

That's exactly what most writers have been doing for centuries now.

So why, when it comes to the Video Games industry, do we feel the need to suddenly call ourselves 'Narrative Designers'?

Because it sounds more technical?

More credible?

More professional?

Because it's the only way that we can get across across how much more there is to our job than just writing dialogue and flavour text?

"Writing isn't just words..." says Sam Barlow.

On this Sam and I disagree.  Writing IS just words.  Whether they're going into a script or a development doc, those words are still how we tell our stories.


Thursday, June 5, 2014

Game Heartwild Solitaire: Book Two on your tablets and phones! Game Novel Story by Neale Sourna

http://www.orchidgames.com/?ref=2

http://www.orchidgames.com/?ref=2  

http://www.orchidgames.com/heartwild_solitaire_book_two/gallery 
http://www.orchidgames.com/heartwild_solitaire_book_two/gallery

Oh, hello there! :)

This is Darek from Orchid Games, again, bringing good news, again. So, have you been waiting to play...

...Heartwild Solitaire: Book Two on your tablets and phones?

Then I'm happy to report that we have just released the game and it's now running free and careless on the green meadows of App Store and Google Play. Catch it if you can! ;) 


Here are the direct links to help you:

* For iPhone and iPad: App Store link

 

* For Android: Google Play link
 

Note that the game has a free demo (first two chapters [WRITTEN BY NEALE SOURNA www.neale-sourna.com]) after which, if you want to keep playing, you will be asked to buy an unlock for the whole game.

I have one favor to ask you: when you download the game for iOS or Android and play a little, please make sure to leave a rating in the store. This will help other players to discover the game and it will also make us very happy. Thanks a lot in advance!

What about PC and Mac?
 

We have a great new version ready for desktop machines too. Just like with the first game, this one is updated with a twice as sharp HD graphics, presented in widescreen format. It also comes packaged with 55 extra levels, that were previously a separate download. If you've already purchased the PC/Mac version in the past, then your old activation code will unlock this new version (no need to pay again).
 

You can download it here: http://www.orchidgames.com/heartwild_solitaire_book_two/download
 
Important note for PC and Mac: unfortunately we've had to change the way the game keeps its player profiles, so you will have to start playing from the beginning, your old progress will not carry over. But hey, it's a chance to start from scratch and hit the best score! :)
 

If you have any questions, just reply to this email and I'll be happy to help.
 

Until next time,
 

Darek Rusin
Orchid Games
  Copyright © 2014 Orchid Games, All rights reserved.

Sunday, May 25, 2014

The Dresden Files Roleplaying Game [RPG] at Evilhat.com

http://www.evilhat.com/home/dresden-files-rpg/

The Game | Backstory | Your Story | Our World | Paranet Papers
Dice | Downloads | News

Dresden-Files-RPG-V1-V2Everyone wants to be Harry Dresden. Except maybe Harry Dresden. And people who haven’t read Jim Butcher’s Dresden Files books, in which case, get thee hence to a bookstore! 

Assuming you’ve done this already, the Dresden Files RPG is the perfect solution to the eternal wait for the next book in the series. 

This licensed product is made up of two core books: Volume One: Your Story, and Volume Two: Our World. 

Your Story provides all the game mechanics and systemy bits you need to get started using the popular Fate RPG system. 

Our World gives you everything you need to populate your game with awesome things from the books. 

Meet with your favorite characters for a pint at Mac’s or take a trip through the Nevernever to save the world. Don’t forget your blasting rod.

We’ll take an extra pint of Mac’s brew and a Whopper to celebrate the following Dresden Files RPG awards:
  • 2011 Gold ENnies: Best Writing, Best Rules, Best New Game and Best Game
  • 2011 Silver ENnies: Best Production Values and Product of the Year
  • 2010 Golden Geek Game of the Year
  • 2010 Golden Geek Best Art/Presentation (for Volume One)
  • 2011 Origins Award for Best Roleplaying Game
  • 2011 Origins Award for Best Roleplaying Supplement (for Volume Two)
The Dresden Files RPG. More fun than riding an undead dinosaur ["Hm, zombie dinosaur."--NS]through the streets of Chicago, and that’s saying a lot.

Saturday, May 24, 2014

Whispering Willows Game written by Kyle Holmquist Writer / Narrative Designer at Night Light Interactive



Whispering Willows – Standard Edition

$15.00


Young Elena Elkhorn embarks on a harrowing journey to find her missing father and discover the secrets of the Willows Mansion. Aiding her journey is a unique amulet, she received from her father, which allows her to astral project her spirit into a ghostly-realm and communicate with the dead. 

Play as Elena to find her missing father, use your astral projection to solve the mansion’s tricks and puzzles, help the lingering souls and discover so much more in Whispering Willows.

Game Features
  • Stunning Visuals and Mysteries Galore: Experience an eerie soundtrack as you overcome a myriad of puzzles and tricks in a stunning 2D graphics world.
  • Strong Narrative: Revel in the strong narrative, diverse characters and unique environments as you learn of the haunting history of the Willows Mansion.
  • The Choices: Whispering Willows is available on OUYA, PC, MAC and Linux.

Special Edition:


Includes the full game.

========================

Whispering Willows
$14.99
Night Light Interactive

Full game, cross-platform & DRM-free. Solve puzzles to uncover the secrets of the Willows Mansion and help save Elena's father.



Select one of the payment options below to complete your purchase.

========================

Whispering Willows – Special Edition

$25.00

Young Elena Elkhorn embarks on a harrowing journey to find her missing father and discover the secrets of the Willows Mansion. Aiding her journey is a unique amulet, she received from her father, which allows her to astral project her spirit into a ghostly-realm and communicate with the dead. 

Play as Elena to find her missing father, use your astral projection to solve the mansion’s tricks and puzzles, help the lingering souls and discover so much more in Whispering Willows.

Game Features
  • Stunning Visuals and Mysteries Galore: Experience an eerie soundtrack as you overcome a myriad of puzzles and tricks in a stunning 2D graphics world.
  • Strong Narrative: Revel in the strong narrative, diverse characters and unique environments as you learn of the haunting history of the Willows Mansion.
  • The Choices: Whispering Willows is available on OUYA, PC, MAC and Linux.

Special Edition:


Includes the full game with the haunting game soundtrack, the digital art book with beautiful high resolution images and behind the scenes information.

======================== 


Whispering Willows: Special Edition
$25.00
Night Light Interactive

Full game, cross-platform & DRM-free. Solve puzzles to uncover the secrets of the Willows Mansion and help save Elena's father.



Select one of the payment options below to complete your purchase.


======================== 

Monday, May 19, 2014

Announcing UNET – New Unity Multiplayer Technology May 12, 2014 in Company News and Info, Technology by Erik Juhl

http://blogs.unity3d.com/2014/05/12/announcing-unet-new-unity-multiplayer-technology/

A few weeks ago, at our Unite Asia conferences, we announced that we are developing new multiplayer tools, technologies and services for Unity developers. The internal project name for this is UNET which simply stands for Unity Networking. But our vision goes well beyond simple networking. 

As you all know, the Unity vision is to Democratize Game Development. The Unity Networking team wants to specifically Democratize Multiplayer Game Development. We want all game developers to be able to build multiplayer games for any type of game with any number of players.

Before joining Unity, members of the networking team worked mainly on MMOs such as Ultima Online, Lord of the Rings Online, Dungeons and Dragons Online, Marvel Heroes, Need for Speed Online and World of Warcraft. We have a lot of passion for and a ton of experience with making multiplayer games, technology and infrastructure. 

The Unity vision was known to each of us and was always very appealing. 

When the chance to do something truly great like specializing the Unity vision with multiplayer came up, it was impossible to decline.  So we all left our former jobs and joined Unity to make this vision happen. 

Right now, we’re working hard to deliver these tools, technology and services so anyone can make their own dreams of a multiplayer game a reality.

This is of course a pretty big undertaking, but, like I said, we have all done this before, and we are all very driven to do it again (because it’s really, really cool!). The way we have tackled this is to divide our overall goal into phases which should be familiar to Unity developers. 

We take the approach of releasing a Phase 1, getting feedback from our users, adding that feedback to our work to make the next phase even better and repeating that cycle.

For UNET, Phase 1 is what we call the Multiplayer Foundation – more on that in a bit. Phase 2 is where we build on Phase 1 to introduce server authoritative gaming with what we call the Simulation Server, we’ll blog about this later. Finally, Phase 3 is where we want to introduce the ability to coordinate multiple Simulation Servers through a Master Simulation Server. 

As usual, exact dates for this are not possible and of course things can change, especially after gathering feedback from our users. But we can say that Phase 1 will be part of the 5.x release cycle and Phase 2 is in R&D right now.

So what do we mean by the Multiplayer Foundation for Phase 1? The main features are as follows:
  • High performance transport layer based on UDP to support all game types
  • Low Level API (LLAPI) provides complete control through a socket like interface
  • High Level API (HLAPI) provides simple and secure client/server network model
  • Matchmaker Service provides basic functionality for creating rooms and helping players find others to play with
  • Relay Server solves connectivity problems for players trying to connect to each other behind firewalls
We had some inherent limitations with our legacy system that we needed to address and with our greater goal in mind it became clear that we needed to start from scratch. Since our goal is to support all game types and any number of connections, we started with a new high performance transport layer based on UDP. 

While it’s true that a lot of games are done quite well with TCP, fast action games will need to use UDP as TCP holds the most recently received packets if they arrive out of order.

From this new transport layer we built two new APIs. We have a new High Level API (HLAPI) which introduces a simple and secure client/server networking model. If you’re not a network engineer and you want to easily make a multiplayer game, the HLAPI will interest you.

We also wanted to address feedback we’d received on our old system: some users needed to have a lower level access for greater control. So we also have the Low Level API (LLAPI) which provides a more socket-like interface to the transport layer. If you are a network engineer and want to define a custom network model or just fine tune your network performance, then the LLAPI will interest you.

The Matchmaker service is used to configure rooms for your multiplayer game and get your players to find each other. And finally the Relay Server makes sure your players can always connect to each other.

We know from our prior experiences that making multiplayer games involves a lot of pain.  So the Multiplayer Foundation is a new set of easy to use professional networking technology, tools and infrastructure for making multiplayer games without this pain. 

To even get started, I think it is fair to say that making a multiplayer game requires a fair bit of knowledge of networking and protocols. You either overcome the painfully steep learning curve yourself or find a network engineer to join you.  

Once you’ve gotten past that, you then have to solve the problem of getting your players to find each other.  And once you’ve solved that problem, you now have to deal with getting players to be able to actually connect with each other, which can be troublesome when they are behind firewalls with NAT.  

But then if you’ve solved all of that you’ve created a bunch of associated infrastructure which wasn’t game development and probably wasn’t fun. And now you have to worry about dynamically scaling your infrastructure which usually takes a bit of prior experience to get right.

Our Phase 1 addresses each of these pain points. 

The HLAPI eliminates the need for a deep knowledge of networking. But the LLAPI is there if you are a network engineer and you want to do things your own way. 

The Matchmaker solves your problem of getting your players to find each other. 

The Relay Server solves your problem of getting players to be able to connect to each other. 

And we also solved your problem of the associated infrastructure and dynamically scaling it. 

The Matchmaker and Relay Server live in Unity’s Multiplayer Cloud. So not only do the physical servers scale up and down based on demand, but the processes scale up and down as well.

We are very excited about UNET and are eager to share more details. Over the next few weeks we’ll follow up with more blogs from the rest of the team.  We would love to hear what you think, and we can’t wait to see what you all make with this in the future.

Saturday, November 23, 2013

Doctor Who's 50th Anniversary_Google Doodle Game

http://www.google.com/doodles/doctor-whos-50th-anniversary

Doctor Who's 50th Anniversary




Nov 23, 2013




The Doctor Who doodle started life as a request from a huge fan at Google. It seemed daunting- 11 Doctor's, 50 years of adventures, countless enemies and time travel!

But we loved the idea of science fiction, technology and fun coming together, so we set about creating a multiple level game. 


The game was always a simple premise- those dastardly Daleks have stolen the Google letters and we need Doctor Who to retrieve them.

Artists don't make games, programmers do. I provided the designs and various pieces of animation but without the engineers the game would only exist in another dimension! I was fortunate to work alongside people that genuinely cared:

 

Engineering Gurus - Rui Lopes, Corrie Scalisi. Mark Ivey
Additional support - Doug Simpkinson, Jonathan Shneier
All things D of 3 - Leon Hong
Deity of rain, lava & lightning - Kevin Laughlin
Additional game ideas - Gregory Capuano
Sounds - The BBC, Tom Tabanao, Manuel Clement and Cody!
Creative consultant - Chris Dibona
User testing - Jennifer Zamora

 

We thank the BBC for trusting us and also helping us whenever needed. So what are you waiting for?! Jump in your TARDIS (Time and relative "doodle" in space) and become the fastest time lord in the universe!









Location: Global
Tags: Dalek, Cybermen, Cemetery, Tardis, Weeping Angel, Game, Doctor Who, London, Time Lord, Interactive