Blue Ink Alchemy

Code author by day. Genre author by night. Gamer, blogger, web programmer, Enforcer, occupational hazard.
http://www.blueinkalchemy.com/

The story may click along without fault or pause, merrily going from one plot point to the next as if nothing’s wrong, but if there’s no characterization beyond the very basics, if the conflict isn’t rooted in our characters and what makes them who they are, the story has no life of its own. A lot of video games have this problem. Lacking character depth, they move the player from one set piece to the next with the certainty of a commuter rail line. A game like Portal can get away with this because of good writing, characterization, and unique gameplay, but something like Space Marine has to work extra hard to overcome this problem.
- From Execution By Plot

The story may click along without fault or pause, merrily going from one plot point to the next as if nothing’s wrong, but if there’s no characterization beyond the very basics, if the conflict isn’t rooted in our characters and what makes them who they are, the story has no life of its own. A lot of video games have this problem. Lacking character depth, they move the player from one set piece to the next with the certainty of a commuter rail line. A game like Portal can get away with this because of good writing, characterization, and unique gameplay, but something like Space Marine has to work extra hard to overcome this problem.

- From Execution By Plot

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  1. jmindigo reblogged this from blueinkalchemy
  2. nmscuri reblogged this from blueinkalchemy and added:
    Video games have to hold to the same standards as literature and film. Thus is the next step in story telling.
  3. blueinkalchemy posted this