101 min listen
Rob Morgan & Emily Short
FromScript Lock
ratings:
Length:
107 minutes
Released:
Apr 18, 2016
Format:
Podcast episode
Description
NPCs! VR! AR! Rob (game writer, narrative designer, voice director, and writer on Wonderbook, Fallen London, Sunless Sea, and The Assembly) and Emily (game designer specializing in interactive narrative, dialogue, and social interaction modeling, and writer of Galatea, First Draft of the Revolution, Alabaster, Counterfeit Monkey, and more) are here to talk about the importance of streamlining the implementation of your script, looting silos of information and the problem of them not being widely accessible, the value of knowing programming, the storytelling possibilities of VR and who you “are,” disempowered experiences in VR, interactive theater’s influence on games, different solutions for offering branching narratives to players, writing for augmented reality, and the lack of games about maintaining relationships.
Our Guests on the Internet
Rob's Twitter and Website.
Emily's Twitter and Website.
Stuff We Talked About
Punchdrunk
Sleep No More
Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures by Emily Short
Firewatch
Wonderbook: Book of Spells
Love Stories for High-XP Characters by Emily Short
The Novelist
In Your Arms Tonight
VideoBrains Youtube Channel
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Our Guests on the Internet
Rob's Twitter and Website.
Emily's Twitter and Website.
Stuff We Talked About
Punchdrunk
Sleep No More
Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures by Emily Short
Firewatch
Wonderbook: Book of Spells
Love Stories for High-XP Characters by Emily Short
The Novelist
In Your Arms Tonight
VideoBrains Youtube Channel
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
Released:
Apr 18, 2016
Format:
Podcast episode
Titles in the series (76)
Khris Brown & Brad Muir: Two of the happiest people in games, Khris and Brad talk to us about pitching games to studios, working with the story for MASSIVE CHALICE, voice over directing, working with actors, how to deal with differences of opinion, the importance of staying positive, creating stories in games when you're not a "story person", narrative and gameplay dissonance, linearity of AAA game stories, the future of performances in games, and how we've evolved for hugging. by Script Lock