Parsifal
Member since: Jun 14th, 2006
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| Blog | # of Comments |
|---|---|
| Joystiq | 4 Comments |
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Jun 15th 2006 5:47PM (Joystiq)Game designer Chris Crawford gets his grump on
Jun 14th 2006 5:34PM (Joystiq)Maybe it's not so well put forth in the interview, but I've read up on his "Storytronics" before, and it seems to me that game designers will create settings and actors and then just let they player loose in the world where they will interact with the other "actors" in an un-scripted way and everything will resolve more like a simulation. At least that's the idea as I understood it.
Sorry for jumping to the conclusion that you mentioned Zork just because it was text based.
Game designer Chris Crawford gets his grump on
Jun 14th 2006 5:13PM (Joystiq)The only game you mention that even comes close are the Elder Scrolls games. The rest of the games are interactive, and they have stories, but they sure don't have an interactive story...
That being said, I love Quake and Half-Life...
Game designer Chris Crawford gets his grump on
Jun 14th 2006 5:01PM (Joystiq)Zork wasn't interactive storytelling just because it showed text instead of graphics. Zork and Monkey Island are both the same kind of games, just that one has graphics and one has text, interactive storytelling is something altogether different, where the player make choices and "act", not solve puzzles.
And also, Chris is talking about interactive storytelling as aimed largely at people who don't play "ordinary" videogames.