Fictional worlds are created for the purpose of providing a good setting for storytelling, or in the case of a game world, to support fun or meaningful gameplay, or both. The flip side is, without the rigid rules of reality automatically imposing themselves on your game universe, nothing but your own design's internal consistency protects the game world from behaving like fan-fiction, which is why you want to think hard about your core design elements and never, ever depend on the players' willingness to play as intended.
This series will look at the most common mistakes that can be done when building a game world, how to avoid them, and how to make world design more an asset than a liability for your game.
As the saying goes: once you go live, your game is in the hands of the enemy.
This series will look at the most common mistakes that can be done when building a game world, how to avoid them, and how to make world design more an asset than a liability for your game.
As the saying goes: once you go live, your game is in the hands of the enemy.
- Ep 1: Reality… as basement gods know it. [2009/10/31]
- Ep 2: Mapping the territory. [in the pipe]
No comments:
Post a Comment