July 2014

Zimmerman on narrative coherence

One of the hardest things to do with interactive plots is to write it so it makes sense in whatever order the player or user accesses the text. Plot is about cause and effect, and so having lots of possible points-of-entry is hard to design for. I just read a short piece by game designer Eric Zimmerman…

Dev notes – puzzles and surprise

Just some notes for a new game I'm developing. Puzzles "[A] puzzle has a solution, while a mystery may never be solved. A puzzle must make sense, but a mystery may well not." - Jake Elliot (will add the reference shortly) "We value puzzles not because we like struggling, but because we like having mechanical…
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