60°
Submitted by patrickwlindsey 812d ago | opinion piece

Why Choice Doesn't Make a Game

Nightmare Mode's Aram Zucker-Scharff responds to Kotaku's Richard Eisenbeis on how important "choice" in a plot is to a game:

"Successful narrative design is not accidental. You cannot just take any story, stick a choice into it, and end up with a game, certainly not with a good game. We can judge successful narrative designers by their grip on the game, it must be tight enough to give us structure, but not so tight as to extinguish our imagination." (Culture, Industry, Katawa Shoujo, Unreal Tournament 2003 )

Add comment

You need to be registered to add comments. Register here or login
Remember
New stories

Sweet Lily Dreams Review: Not All Dreams are Sweet | GamerTell

14m ago - From the review, "Sweet Lily Dreams is not a title for a game that would immediately grab [April... | PC

Magic 2015 Review: Planeswalking Goodness | GamerTell

14m ago - From the review, "Magic 2015 is remarkable. It is a great starting point for new or potential Mag... | PC
10°

Crimsonland - PC Review | Chalgyr's Game Room

15m ago - Chalgyr's Game Room writes: Crimsonland brings back a lot of memories of college for me. It wa... | PC
40°

Fallout 4: 10 Things We Don’t Want From The Previous Games

15m ago - What Culture: From annoying enemies to game-breaking bugs, here's what we don't need in Fallout 4. | PC
Ad

Study Game Design at DeVry

Now - DeVry University, is an accredited* university offering you the flexibility of over 90 locations, online courses and a wide variety of bachelor's a... | Promoted post
20°

HyperX Cloud White Headset for PS4, Xbox One, and PC Review | Entertainment Buddha

15m ago - EB's Matt Heywood writes, "On August 13, 2014 Kingston will release a new version of the HyperX C... | Tech
Related content from friends