At GDC 2014, Irrational Games' co-founder Ken Levine led a talk called “Narrative Legos,” in which he focused on the concept of building replayable narratives out of hundreds of tiny pieces. He began by explaining how this was a new path for him, considering his past works include linear stories like System Shock 2 and the BioShock series.
So why change? Levine elaborated how he didn’t want to keep building “bigger” experiences. He lamented on how linearity puts boundaries between developers and the audience. In a more concrete example, he remarked how the iconic “Would you kindly?” moment only works once.
Levine remarked how he loves systemic games, but that narrative doesn’t lend itself to systems. He continued by diving a bit into the negatives of linear stories. They’re expensive to make, aren’t player driven, and don’t fully embrace the unique power of video games that separate them from any other medium.
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