Tom Battey's Blog
Tom Battey is an author, narrative designer and someone who occasionally writes about videogames. His works of fiction, ranging from science fiction thrillers to psychological fantasy, as well as his various blogging ventures can be found at tombattey.com. He also tweets on Twitter and...uh...faces on Facebook.
His latest novel, the sky pirate adventure Into Uncharted Skies, is now available on the Amazon Kindle Store. Read the first three chapters here.
In (another) response to Bogost's recent criticism of games as a storytelling medium, I look at some of the narrative devices games give us as storytellers, and refute the argument that games should be dismissed based on established cultural norms.
The numbers must always go up. Almost all our games are based around accumulation; I take four examples from my current playlist and look at what the numbers say about those games, and what they say about us as players.
It's important as an artist, writer or designer that you consider the strengths and weakness of your medium when creating a relatable human experience.
Games can create a strong emotional reaction that affects how we remember things as children, and affects our approach to game design when we grow up. What will future games designed by the children of today look like?
I often encounter people who say that story has no place in games, and I think this has more to do with a misunderstanding of what story in games actually is than a true rejection of story itself.
As debate continues to boil about the value of diversity in games, it's worth talking about the difference between criticism and censorship, and what that means for artists and designers.
Tom Battey's Comments
[News - 10/30/2019 - 04:25]
I found the design of ...
I found the design of the pacing worked wonderfully. I found myself playing the game in 20-30 minutes sessions before bed, often just doing a couple of times-of-day at a time, kind of just hanging out and chatting with people. That 's not normally how I play games normally no ...
[Blog - 04/25/2017 - 10:55]
Always good to be reminded ...
Always good to be reminded that the crashing insecurity is just a standard part of the creative process. And hey, you released a thing, and that is kinda the whole entire point. Great job, thanks for the article, and good luck with Pinstripe
[Blog - 01/21/2015 - 12:33]
I completely agree - successful ...
I completely agree - successful games make progression feel worthwhile by masking their numbers-going-up mechanics in meaning and context. It 's why Dragon Age 's bar charts can begin to feel fatiguing, but collecting Pokemon less so. Pokemon players don 't hopefully think 'alright that 's number 348 out of ...
[Blog - 12/01/2014 - 01:17]
Thanks for the response I ...
Thanks for the response I particularly agree with your point that the key difference between a game and a film is that a game requires an active participatory player - which makes it more baffling for me when games lean heavily on passive, cinematic techniques to supposedly drive engagement. Call ...
[Blog - 12/01/2014 - 01:17]
This is great - I, ...
This is great - I, too, have found memories of growing up with Pokemon. There 's something about those games that is inherent to childhood, that sense of adventure that defines what it means to be a child, and it 's that feeling that keeps me playing the games today.
[Blog - 11/11/2014 - 01:42]
Thanks, you 're right that ...
Thanks, you 're right that was bad wording on my part. Instead of 'fan ', I probably should have said 'the oldest someone can reasonably be and have grown up with games ' is around 42 assuming you were born in 1972, the year Pong was released . Even then, ...