Sande Chen's Comments
[Blog - 05/25/2014 - 12:08]
I think that you 've ...
I think that you 've presented a very thoughtful approach to the issue. It would perhaps give the player more of a more detached simulation-type commander perspective. But also, it might be a way for game writers to present a third-person omniscient narrator. Definitely something to consider
[Blog - 05/23/2014 - 05:12]
While it 's true that ...
While it 's true that game writing techniques borrow a lot from other mediums, specifically screenwriting, almost every visual storytelling will share similarities. I do agree that with every new medium, writers should explore what can be done with that medium that makes writing for that medium an unique, interesting ...
[Blog - 02/07/2014 - 01:42]
Thanks for your comment Try ...
Thanks for your comment Try looking at the serious game or serious play communities. Although serious games cover a broad spectrum, a lot of those developers are in the educational space.
[Blog - 11/19/2012 - 03:34]
Thanks for stopping by I ...
Thanks for stopping by I think that managers need to remember that inspiration and creativity needs to be nurtured and that even as adults, we may need stimulation to inspire new ideas and solutions.
[News - 10/23/2012 - 10:02]
I think there are some ...
I think there are some similarities in business model where it would make sense to follow the freelance model of Hollywood. Yes, it would help to have a strong advocacy group or union or guild.
[Feature - 09/23/2010 - 04:00]
[Blog - 08/01/2010 - 08:02]
Thank you for your comment, ...
Thank you for your comment, Ron. For the final product, yes, visual appeal as well as non-bugginess is a deciding factor. But, for the process of learning game design, programmer-created art in prototyping usually does suffice :
[Blog - 07/14/2009 - 11:02]
Altug Isigan has written a ...
Altug Isigan has written a response to this blog entry: http://gamedesignaspect.blogspot.com/2009/07/comment-on-sande-chens-reflections-on.html
[News - 07/09/2009 - 05:01]
2007's PC RPG of the ...
2007's PC RPG of the Year, The Witcher, was known for its meaningful moral choices. The game is marketed around the tagline: There is no good, no evil... only decisions and consequences. See http://writerscabal.wordpress.com/2007/11/29/narrative-design-and-the-witcher/ for discussion on Act I's choice of letting villagers kill the witch or letting her live. ...
[Blog - 06/25/2009 - 10:11]
Great post Loved your insights. ...
Great post Loved your insights. I describe a similar yet slightly different way of imparting story through gameplay in a feature on Gamasutra: http://www.gamasutra.com/view/feature/3736/towards more meaningful games a .php page 2
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