Efficient Systems and Immersive Experiences

Efficient Systems and Immersive Experiences

Not trying to make any big technical claims, I just want to acknowledge that there is a battle between games with user-tools that work quickly and are ‘labor saving’ and emotional experiences for users from cutscenes to series of steps or tasks that take multiple player actions. I think it’s really important to see game design in the realm of all meaningful choices versus all choices in our awareness, AND all choices which are not meaningful. It is not always…

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Villain vs. Omniscient Player

Villain vs. Omniscient Player

I may have a unique opportunity in storytelling within the realm of time travel. Many games and movies exist in which characters are aware of the possibility or mechanic of time travel. Some even make references breaking the 4th wall in awareness of the players non-understandable abilities. But what if a villain not only gets it, but specifically wanted to craft a plan to try to force the player to use this time travel loading ability for his own gain….

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The Big Computer Tool Revolution

The Big Computer Tool Revolution

In an age of functionally infinite information, some useful and some harmful, it is critical to sift. Understanding how to pick knowledge out of the internet is more valuable than retaining great amounts of knowledge locally/in memory. The problem is that no computer tools really offer a fun, powerful and expandable system for sorting or organizing information. Search engines were a big advancement, but their closed system based on their own prioritization even supposedly on behalf of other people’s measured…

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Games v. God : Discarding the Author’s Intentions.

Games v. God : Discarding the Author’s Intentions.

To myself and all future Electra writers, Narrative is a long tradition, spanning thousands of years. One way we understand stories is as a mechanism to pass on knowledge to future generations in a compelling and fun way. But what happens when the writer reliquishes total control over the narrative? When the writer is creating a system with a set of inputs and outputs? Well at that point it definitely becomes more complex to interpret the author’s intentions. It definitely…

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Emergent Properties of Language

Emergent Properties of Language

We generally understand that life is an emergent property. A single atom is not alive, and not all combinations of atoms in a large enough group form something that is alive. But with plants, animals, and humans and our specific collection of many many atoms, the emergent property of life applies. Now within interactive storytelling I think there is a serious misconception along the same structure. A single word by itself has a use or a definition, it is like…

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Feature Rundown

Feature Rundown

I just put out the latest version of Electra and decided to do a crash course of using the tool and talking about some of the exciting features my writing program contains! For those of you who have not yet seen it, you can watch it below, don’t forget to subscribe! Feature List Auto updating patcher/launcher hub program Multiple game modes to load writing files into 7 Personality defining traits Character list organization Nested Flow Chart- Every step is a…

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Self aware replay game theory

Self aware replay game theory

Imagine a game with an usually broad series of outcomes with a huge number of in game characters. Perhaps at the end of the first playthrough you reflect on the outcomes you experienced. What if you were to simulate the game being played by an AI that perfectly emulated the decision making process you yourself employed when you played the game. Let’s call that emulation of you, your personal emergent behavior. What if the game included an end game set…

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Designing design principles

Designing design principles

Everything can be analyzed from a set or group view. Iteratively both reflectively or predictively. Good design! What is good design? Well that depends on what your goals are, and then how you rank the priorities of probably a set of goals. For a lot of artistic mediums, aesthetic effect and conveying themes clearly is top priority, but within games the top of the wanted list is much more contentious. Easy to learn? Well that can be a trade off…

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