by Jesse Schell ( CEO - Schell Games )
Weaknesses of current games:
Verbs
Right-now
verbs of running, shooting, yelling, etc.
‘Below
the neck’
No use
of tragedy
There
is a lot of lost unification
All
great stories tell the ending by foretelling it at the beginning.
Elemental Tetrad of aesthetic, mechanics, story, and
technology.
Either
mechanics or technology changes will likely lead to better stories.
Prophecy of Chris Swain:
Film
was taken seriously when film learned to talk.
Games
are waiting to learn to ‘listen’.
This
will allow for a conversation between the game and the player.
Games must: sense emotion, understand spoken word, and
remember what a specific player has done.
Who will we talk to?
Our avatars (virtual companion!) is the answer.
Don’t think ‘platform’, think ‘venue’.
The
Hearth – OK for story games.
Anywhere
– Great for mobile games, but terrible for story games.
Reading
Nook – A good venue for story games played on things such as tablets.
Workbench
– The home of PC gaming and a good home for story games (future tech would
include the Oculus).
We need: Above the neck verbs, irreversible tragedy, and everything coming together in connection and reference.
What happens to avatars when the player dies?
Inheritance:
Virtual companions can be sought to teach about the player that was alive.
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