Nathan Savant's Blog
Game and Narrative designer with a focus on telling story through gameplay, I study modern and classic games to understand how to apply deeper stories to games that are still fun to play.
Discussing observations in developmental psychology vs how development is presented in video game skill trees, and how those things can help us tell stories.
A summary of a series of quest design articles examining the quest design of film and novels for the sake of better understanding how they approach quests and how that can be used by games.
A discussion of how to tell a linear story in a medium that is inherently nonlinear.
Explanation and Exploration of a narrative structure based on map location that is frequently found in games like Zelda or Metroid.
A breakdown of the Three Act Structure and how it can be expanded to help guide non-linear narratives
A critical analysis of gameplay ramps when compared to narrative ramps in the Fisk Tower sequence of Spiderman PS4.
Nathan Savant's Comments
[Blog - 01/08/2020 - 10:40]
Absolutely r n r nThere ...
Absolutely r n r nThere are so many great design choices made for Outer Wilds, it 's truly impressive The open design of the world, the fact that the game is entirely based on rules, the narrative conceit tying all of that together. It 's easily my favorite game I ...
[Blog - 10/11/2019 - 10:47]
Yes, the order is implied ...
Yes, the order is implied by the left to right flow. In this case, it 'd actually be more accurate to chart each of these You must do this in order to progress moments as gates and sub-gates, with things like fishing, collecting shells, and anything else that 's optional ...
[Blog - 09/20/2018 - 10:00]
[Blog - 03/06/2018 - 10:02]
To add another example game, ...
To add another example game, as loathe as I am to admit to liking anything in the title, Metroid: Other M 's seamless transitions between gameplay and cinematic moments was frustrating at times, but did seem to allow the story to flow directly from my actions. The story in that ...
[Blog - 04/18/2017 - 10:37]
Fair enough. I didn 't ...
Fair enough. I didn 't consider the visual designs to have enough similarity to merit discussion, but perhaps that in itself is a talking point that I could have exploited. r n r nThanks for the comment
[News - 08/12/2016 - 04:02]