Domain: strangehorizons.com
Stories and comments across the archive that link to strangehorizons.com.
Stories · 5
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Storytelling In Games and the Use of Narration
MarkN writes "The use of story in video games has come a long way, from being shoehorned into a manual written for a completed game to being told through expensive half-hour cut scenes that put gameplay on hold. To me, the interesting thing about story in games is how it relates the player to the game; in communicating their goals, motivating them to continue, and representing their role as a character in the world. This article talks about some of the storytelling techniques games have employed, and in particular the different styles of narration that have been used to directly communicate information about a story, and how that affects the player's relation to their character and the degree of freedom they're given to shape the story themselves." -
Dealing With Fairness and Balance In Video Games
MarkN writes "Video games are subject to a number of balance issues from which traditional games have largely stayed free. It can be hard finding players of comparable skill-level to create even match-ups, diverse gameplay options can quickly become irrelevant if someone finds a broken feature that beats everything else, and some online games make your ability to play competitively a question of how much time and money you've invested in a game, rather than the skill you possess. In this article, I talk about some of the issues relating to fairness and balance in games, in terms of the factors and strategies under the player's control, the game's role in potentially handicapping players, and the role a community of gamers plays in setting standards for how games are to be played. What are your thoughts on managing a 'fair and balanced' gaming experience?" -
Adventure Game Interfaces and Puzzle Theory
MarkN writes "It seems like whenever broad topics of game design are discussed on Slashdot, a few people bring up examples of Adventure Games, possibly owing to the age and interests of our members. I'd be interested to hear the community's thoughts on a piece I wrote on Adventure Games, talking about the evolution they underwent in terms of interfaces, and how the choice of interface affects some aspects of the puzzles and design. My basic premise is that an Adventure Game is an exercise in abstract puzzle solving — you could represent the same game with a parser or a point and click interface and still have the same underlying puzzle structure, and required player actions. What the interface does affect is how the player specifies those actions. Point and click games typically have a bare handful of verbs compared to parser games, where the player is forced to describe the desired interaction much more precisely in a way that doesn't lend itself to brute force fiddling. It's a point Yahtzee has made in the past; he went so far as to design a modern graphic adventure game with a parser input to demonstrate its potential." Read on for the rest of MarkN's comments. MarkN continues:
"In addition to talking about the underlying concepts of the genre, the other main thing I touch on are the consequences of the simplification of interfaces — puzzles are more likely to be cracked by trying everything until it works since there are fewer possibilities for interaction. There are a few simple alternatives: requiring a number of actions in sequence, or requiring the player to achieve a more complex configuration or state to demonstrate their intent. But that can reduce the world of puzzle solving to explicit logic puzzles in order to get around the problems that more creative types of puzzles run into, since they depend upon actions that are simpler to specify. It's a topic I'd be interested to get the community's thoughts on, and what they see as the best way to craft a puzzle solving experience." -
Techniques and Styles of Video Game Music
MarkN writes "Video game music has come to represent much more than just the beeps and boops of early video games that often got muted out of annoyance. It's a genre that stands on its own, stylistically and musically. It necessarily differs from typical soundtrack fare in a few important ways — it's written to accompany an activity rather than meant to be listened to passively, it is often required to loop and extend indefinitely, and it has the potential to be adaptive and respond to player feedback. In this article, I talk about some of the techniques used to make game music effective within its constraints and with all of its potential, and discuss how different styles and musical techniques can relate to the gameplay." -
Installing Linux on a Dead Badger
Elysdir writes "An article by Lucy A. Snyder at the online speculative-fiction magazine Strange Horizons provides information on the next frontier in Linux installations. 'Let's face it: any script kiddie with a pair of pliers can put Red Hat on a Compaq, his mom's toaster, or even the family dog. But nothing earns you geek points like installing Linux on a dead badger.' (Disclosure, in case it matters: I'm an editor for the magazine.)"