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80°

David Braben Talks Game Narratives

Industry legend David Braben (of Elite and Frontier fame) has told IncGamers of a new story development technique ("the story crawler") which is being used in upcoming Frontier Developments titles like The Outsider.

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incgamers.com
Leord6093d ago

Techniques for story indeed :P

AndyA6093d ago

Yeah, think it involves branching storylines and how they tie together. Hence "non-linear."

Dorjan6093d ago

In other words, Read the story before using it in a game? :lol:

Fyzzu6093d ago

Really, really good idea. It's something I'd like to see more developers using - I can see how this could be a massive help.

I know a few other developers have similar tools, but nothing quite to this extent.

AndyA6093d ago

Good to see developers treating storyline as more than afterthought IMO.

Redrudy6093d ago

Stories in games have never enthralled me perhaps a difference approach will draw others in too.

50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
Cockney77d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
lodossrage78d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman77d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb76d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.