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A day in the life of a narrative designer

Game Global

When you imagine doing this job, is it mostly about crafting amazing cutscenes? How can I get this NPC to convey a specific emotion if I don’t have that specific animation in my toolbox? What is Narrative Design? Beautiful shots of heartfelt dialogue, with characters saying a great deal by speaking a few carefully chosen words?

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The Lost Ark Has Found its Way

Deconstructor of Fun

Second, quest development is linear on the map. In the earlier stage, the raids in the main quest are quite easy and exist to help develop the story. Animation: Two perspectives, the separation of cloud and mud Lost Ark has a sincere visual performance, among which are various cutscenes from a top-down perspective.

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Darner's Digest, vol. 3: on the Yarn Spinner v2.0 release + a YS primer

Radiator Blog

Some games do all their cutscene scripting and even enemy AI in Yarn Spinner, because really, it's just a simple scripting language that does whatever you tell it to do. Nothing stops you from adding more commands, functions, markup tags, or new ways to process the script. // custom NPC AI script example? Alice: No comment.

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Deathloop deconstruction / design thoughts

Radiator Blog

NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. me) or PvP buff but conceptually rather boring Aether (cloak + invisible to laser sensors, attacks cancel it, can be upgraded to only consume mana while moving). It would feel terrible.

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Sandbox vs themepark

Raph Koster

It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. So… DikuMUDs started to add scripting systems , which were generally much more limited than the ones on LPMuds, but fit better with the whole “fill out some rows in a form to add content” development model.

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The three most important qualities in an RPG

Keith Burgun

As this video talks about, as players play more and more games, it becomes more difficult for them to find this sense of wonder in new games – even more so when they become game developers themselves. It’s the fault of developers for not exploring new kinds of stories, new kinds of worlds, new kinds of mechanics and so on.

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