2013年3月3日星期日

Behind the curtain

Behind the curtain Step back, to a glimpse of how we create these experiences. Initially we began to design the game, the whole story of the game as well as among the twists and turns are designed by the designers and authors. We use this early roadmap for every step of the design story, so we know where to go and how to keep the story as a whole unity. This is not to say that we will be completely in strict accordance to perform, because sometimes will feel right. But in the overall narrative, which is a very useful tool. When we have to design a whole new chapter in the story, we get together as a team to discuss the story arc through the roadmap, how the characters involved, and the choices made by the player in the story and its branches affect the whole story. We then divided into 2 groups of, to determine a single story in this chapter. Each group of two people immediately determine who is going to finalize the steps of each story, specifically how to implement these steps, and how to maintain the continuity of the entire story arc. If we made the original blueprint for the story provide an interesting gaming experience and can not meet this demand, then we will come up with something new and still comply with the purpose of its narrative, while creating a more entertaining game experience. From discussion to combat When we have a good example in the design of an Asura's story line. In this story, the Golem: some bad things happen in the story of the suspects were directed at two genius Golem '. Story by you to investigate and figure out both of them, who should be responsible. The narrative of the story is too strong in our original plan, but not much interesting gaming experience opportunities: you just of mechanical and from various Asura's laboratory, and talk to them and convince them to give you information.

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