This is not a Post Mortem. In my spare time, I design and develop my personal card game project called Alderthe. That’s why I’m calling this series of articles a Vivisection: cutting into a living organism to see how (well) it functions.
In this first entry of the series, I’m going to give some background concerning the setting. It has very little to do with the game mechanics or any of the design, but I suppose it does serve as some context for the rest of the series. For those among you who appreciate mythology or fantasy lore, you may find it interesting. Just don’t expect any strong narrative design insights from this text.
Myths and legends of old are stories that were created at some point in time, whether they contain a kernel of truth or not. They are usually intended to convey some moral or life lesson to the audience. Be loyal to your king. Respect nature. Don’t cry wolf. Stuff like that.
They originate in times of oral traditions, meaning that the stories were passed down diachronically (from generation to generation) or synchronically (from storyteller to storyteller).
I know I’m not the first one to state this, but comic book heroes are our modern-day mythology.
This is an abstract of the talk I did at the Indie Gameleon festival on September 15, 2015; supplemented by material from a lecture I give to students.
When you’re building your game, of course you’re going to want to have a story included, right? You know how much people love game stories – not to mention all the memorable stories you personally enjoyed in your favourite game. So let’s add some story to your game!
Actually, let’s not.
Plants vs. Zombies has a story, but does anyone care?
You might not expect to hear this coming from a guy who writes stories for games, but I don’t want developers to blindly implement stories in their games. What I desire, is that we produce smarter stories, not more.