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Game Design Workshop Hal Barwood
As usual there are several possibilities in the future, one or more of which will probably coalesce into an actual project. More details as things clarify.
November 8, 2004
Here is the description from the program: Ever since tales of great hunts and hunters were told to awestruck listeners huddled around the protecting fire Homo sapiens have been drawn to the power of storytelling. The appreciation of a good story is a gift not granted to any other species on this planet. It is the single thread that is woven through the entire fabric of what entertains us. Games and stories have much in common. Both can challenge us, move us to fear or laughter or tears. Each can exist separately from the other, and be consummately entertaining, yet there are also times when the two meet, feed off of one another, and grow into something greater than they were separately. That synergy is the focus of this talk. The conference was an impressive effort, especially for a first-time event. One of the highlights of the trip for me was an impromptu tour by René Barsaco of the amazing work going on at SAT, the Société des Arts Technologiques, in Montreal. Their website is www.sat.qc.ca. Here is the list of participants at the fifth Game Design Workshop, held at The Edgewater in Seattle the weekend of October 23-25. Each workshop seems to be better than the last.
There was a nice range of topics from the practical to the theoretical, and a more even mix between solo games and MMOs than last year. My topic was "Using the Physical Dimension of Character" and I received a lot of useful input. My special thanks to Eri Ozawa, Ken Rolston and Brian Upton for helping me at lunch one day to work through a specific gameplay issue from my current design. It was much appreciated! Some Impossible Bliss reviews have been added to the Fiction page. Still to come: more news on the Agatha Christie project and the promised additions to the Trunk. October 18, 2004 Just a short update to add the PowerPoint slides from my recent talk, Respecting NPCs, at the Extreme Games Conference. Description: There's a double-meaning in the topic of this talk. The word respecting can mean "about." It can also mean "bestowing respect." It's not enough to populate a game with characters because you're supposed to. It's not enough to heedlessly scatter characters throughout the game like chicken feed in the barnyard mud because we need an adversary at this moment, exposition at another, a merchant here, or a quest-giver there. Characters in games should be more than clones of Vanna White, magically revealing those letters on Wheel of Fortune. They have a right to their own lives in the game. And giving them that right--granting them purpose beyond the designer's convenience--in fact makes it easier for us to tell our stories and design our games. There's no reason not to respect characters as much as we respect 3D lighting effects and collision detection. Upcoming in a couple of weeks will be more news on the Agatha Christie project, and recaps of the upcoming Game Design Workshop and the Montreal Game Summit. Also look for long overdue new additions to the Trunk. Stay tuned! September 12, 2004 My busiest year in quite awhile and it's time for an update.
Beyond Episodic Structure: Time-Shifting Storytelling and Other Content Delivery for Greater Player Involvement and Retention In June I stopped playing the Horizons MMO. They were not able to sustain interest much beyond the excellent "freeing the Satyrs" scenario which I discuss briefly in the book. I've been forced to put The Beast of Big Sur (sequel to Impossible Bliss) on the back burner for now. So many projects, so little time! Hopefully I can get back to it before the end of the year. May 24, 2004 It has been a long time since an update, but I'm out of hibernation at last, and with plenty of news.
I hope to be able to announce an exciting new game design assignment in a week or two.
I will be consulting on another game project, an adventure game with a real-world application. More news on this when I can. As for books I'm bidding farewell to non-fiction for awhile and going back to my sequel to Impossible Bliss. That book is being re-issued this fall. A shortened version of Allowing Players to Change Virtual Worlds, the article I promised in November, became a section of the book. Sorry about that. Horizons, the massively-multiplayer game I've been playing since December, gets a few mentions in the book. I find their approach to storytelling interesting (particularly since it parallels some of my own ideas), but the execution leaves much to be desired. I may do a more complete examination of Horizons on this website later in the summer, if I find the time. November 11, 2003 The final article on storytelling in Star Wars Galaxies is called When a Story Arc Doesn't. In addition to his usual useful comments on the text Mark Barrett even helped with my title this month, suggesting "Doesn't" instead of "Isn't." I may have to start paying him. Next month I plan to talk about Allowing Players to Change Virtual Worlds, expanded from one of my sessions at this year's Game Design Workshop. While storytelling will be mentioned, the article will focus on virtual world design. Writing on The Heart of the Game proceeds. It's proving to be a sobering challenge as well as a tremendous opportunity for me to finally collect such a mass of information on a subject this near and dear to my own heart. I am trying to get as much written as I can before the end of the year when a new project is slated to begin. Here is a link to a general critique of Star Wars Galaxies by a Swarthmore professor named Timothy Burke who played the game during the same period that I did, and a link to some discussion that followed at Game Girl Advance. This link takes you to a thread on IGN's brand new MMORPG Concepts and Design Discussion Forum where the topic was whether to reveal all explicit numbers (levels, hit points etc.) to the players or to keep them hidden. Here's a link to where the discussion picked up in a second thread complete with a poll. I use my nom de guerre Skyrain in these threads. I've been rooting around for my next MMORPG to play. I came close to trying Final Fantasy XI, but have decided to wait for Horizons at the beginning of December. Lucky them. ;-) October 1, 2003 I'm still waiting on the second "monthly" story arc installment from Star Wars Galaxies so I can complete my examination of storytelling in that virtual world. In the meantime I've written an article called Building a Virtual World Writing Team. My thanks again to Mark Barrett for his insightful notes on my first draft. Contracts are signed for the upcoming book on character development and storytelling in computer games. It's tentative title is The Heart of the Game. The publisher is Premier Press (formerly Prima Tech), and the publication date is this spring. The Barcode Cats assignment has been completed; a very different project than I usually tackle, but fun. September 5, 2003
September 3, 2003 My second article on writing and storytelling in virtual worlds, The Quest for Story: NPC Quests in Star Wars Galaxies, takes a look at the higher level quests in that game. Here is a direct link to a great article by Mark Barrett called Universal Design Basics. In it Mark scrutinizes some troublesome aspects of the game Medal of Honor: Allied Assault. On the work front my proposal for a book on character development and storytelling in games has been accepted by a major publisher. In order not to jinx the deal, I'll wait to announce details until after the ink on the contracts has dried. I'm about to begin some writing for an animated Japanese property. Details to follow. And last but not least by any means, there may be not one, not two, but three major game projects upcoming. Two are virtual worlds and one is a ground-breaking single-player game. Again, details will have to wait. Obviously I won't be able to do all three, but the next few months should be very busy! August 18, 2003 Despite losing several people to the GDC's speaker proposal evaluations, and a couple of last minute drop outs for personal reasons, this year's Game Design Workshop was the best one yet in terms of valuable discussion and practical advice. While the mix was overly weighted toward MMORPGs, even the single player game designers claimed they were more than satisfied. Although I doubt we can beat Paul Schytema's announcement that last year's workshop saved his company! Participants this year were:
My discussion topics at the workshop were "Enabling Story in Virtual Worlds" and "Allowing Players to Change Virtual Worlds." I received great feedback, and both topics may show up as articles here. I've edited the Less Is More article a bit thanks to some notes from Mark Barrett. July 31, 2003 I'm initiating a series of articles on Virtual Worlds with an emphasis on writing and storytelling. Some articles will be critiques, others will be How-To's, and still others will be more theoretical. The first article is Less Is More: Chinese Menu Quest Systems & Storytelling. It is a critique of basic quests found in Dark Age of Camelot and Star Wars:Galaxies and how they affect immersion and storytelling. Feedback is encouraged! Send it to Anti-Linear Logic. July 15, 2003 Updated the website with a slightly revised look, updated the Home Page, made additions to the Trunk and Books pages, and cleaned up some old links on the Reviews & Articles and Links pages. More additions to the site will be coming shortly. This year's Game Design Workshop will be in San Rafael, California August 9-10. I'll be presenting some aspects of my design for londontown, a virtual world. I'm currently consulting for a company new to game development. My work on the X-Box prototype is complete, and the prototype is in production. Here is another nice Impossible Bliss review. This one is from the Skokie, Illinois Library: The title, Impossible Bliss, is a "play" on the name of the character, Herman de Portola Bliss, an eccentric artist (of no repute!) who ends up helping the new chief of police in Reviewed by: Pamela Weinberg on Impossible Bliss is now on sale at Amazon.com for 30% off. April 4, 2003 I've added notes from two of my guest speakers at the GDC All Stories Great and Small Tutorial here.
The X-Box project continues. March 11, 2003 The Game Developer's Conference has come and gone. I'm very pleased with how the All Stories Great & Small tutorial turned out. My thanks to all my guests (see below), even poor Dan Arey who sat in a downpour and traffic jam for four hours trying to reach us before giving up and returning home. In addition to the tutorial I appeared on the Story Summit panel along with Hal Barwood (LucasArts), Bob Bates (Legend), Patricia Pizer (UbiSoft) and Mike Pondsmith (Microsoft). On Saturday I gave a brief presentation at the Mud-Dev list conference on True Multiplayer Quests. My notes and PowerPoint slides for the tutorial have been added to the Talks page. In the midst of the conference I made a quick, productive trip up to Redmond, WA to meet some of the other members of the team on the X-Box project. The Links page has also been updated. I came across this nice little review of Impossible Bliss on the internet. It's from the West Nyack Library: Carole has advised us that any book with a rating of 3 or more teacups is worth reading (or almost worth reading). Impossible Bliss by Lee Sheldon. Carmel, California police chief Dan Shepherd investigates a seemingly impossible crime after attorney Alex Wagner hits his golf ball into a low bunker and to the astonishment of his golfing buddies fails to re-emerge from the sand trap. His body is later discovered floating in the bay miles away. One of the witnesses is Herman de Portola Bliss, an eccentric resident of Carmel who takes it upon himself to help the new police chief solve the crime. A good read, nicely written and baffling up to the end. I'm pleased to report Impossible Bliss continues to sell, having already surpassed my admittedly modest expectations. February 20, 2003 My guests for my 2003 GDC tutorial (Tuesday March 4th) and the games we'll be discussing are: Daniel Arey, Jak & Daxter: The Precursor Legacy (PS2) Nate Fox, Sly Cooper and the Thievius Raccoonus (PS2) Chris Klug, Earth & Beyond (PC, online) Damion Schubert, Shadowbane (PC, online) Join us! January 16, 2003 I've been asked by the Mystery Writers of America to be a judge for the 2003 TV Episode Edgar Awards. This is the category I received my two nominations in. It should be fun! The X-Box project continues. December 10, 2002
The lectures at Full Sail continue. November 5, 2002
September 30, 2002 The third annual Game Design Workshop was this weekend. This year we were in Cambridge, Massachusetts to discuss storytelling and game design, and the sessions were outstanding. Restricting the invitees to a small group seems to work out well. Present this year were:
September 12, 2002 I'm giving another writing and game design tutorial at the Game Developers Conference next March. Here is the description: All Stories Great and Small August 16, 2002
"In his first mystery novel, Sheldon presents an 'impossible crime' worthy in its 'impossibility' of John Dickson Carr himself. On the seventh hole of the Carmel Bay Country Club, during his usual Wednesday morning foursome, lawyer Alex Wagner hits his ball into a low bunker. He appears to loft it nicely out onto the green where it ends up in the cup. To the surprise of his three golf buddies, Wagner doesn't climb out of the sand trap to gloat over his miraculous shot. When they finally look in the bunker, the man is gone. Later his body turns up in the bay miles away. A potential witness to this vanishing act is artist Herman de Portola Bliss, a notorious public nuisance, who was painting near the seventh hole at the time. Taking charge of the investigation, Dan Shepard, the easygoing new chief of the While some people want Wagner's murderer found, others don't. Since Shepard is new to the area, everyone keeps a dubious eye on the chief's performance, and Bliss doesn't make his job easier. A witty and graceful style, an unusual cast of characters and a mystery that baffles up to the last page bode well for future puzzlers from Sheldon. If this isn't the start of a series, it should be. FYI: The author is also a TV producer (Charlie's Angels; Star Trek: The Next Generation) and a computer-game designer (Wild, Wild West: The Steel Assassin; The Riddle of Master Lu). He has twice been nominated for Edgar Awards." Impossible Bliss can be found here at Amazon.com and Borders, and here at Barnes and Noble and B. Dalton July 10, 2002 Disney Interactive has fallen on hard times, and I'm told Virtual Kingdom is on hold. I've begun giving monthly guest lectures on writing and game design at Full Sail Real World Education in Winter Park, Florida. May 5, 2002 Have begun work on a major new project for the Buena Vista Game Entertainment Studio (a division of Disney separate but linked to Disney Interactive). I can't say much about it as yet other than that it's a Massively-Multiplayer World, and the working title is currently Disney's Virtual Kingdom. March 26, 2002 The 2002 Game Developers Conference is now history. Once again a great opportunity to see old friends, meet new people, and learn a few things about game design. The notes and slides from my tutorial will be sent out to all attendees who requested them, and posted on this site. Last year I was so busy it took me until June to get them out. This year will probably be the same. Sorry in advance for the delay! November 3, 2001
The October storytelling in games conference in Austin was great fun with interesting people and stimulating conversation. We had double the attendance of last year with multiplayer games having a far greater representation. Many issues discussed were true of both solo and multiplayer, so I don't think anybody felt left out. Our hosts this year, Raph Koster and Rich Vogel, made us feel welcome, and also hosted a dinner for us to mingle with much of the Austin gaming community one evening. Official conference participants this year were:
September 23, 2001
While I made a preliminary report on The MMORPG Construction Kit to the MUD-Dev List in June, I'll be putting up a more complete review on this site in the near future. August 29, 2001
It can be ordered here from Amazon.com and Borders. Barnes and Noble and B. Dalton sell it here. August 20, 2001 I've been invited to give another tutorial on writing and game design at the Game Developer's Conference next spring in San Jose. See Talks for notes and other materials from the last one. I'm currently doing some additional work for The Truth, a multiplayer game being developed by Entertainment Science. See Online for more details on the project. In October I'll be attending the second annual get-together of a group of writers and game designers interested in storytelling in games. This year we'll be in Austin, TX. July 23, 2001 Impossible Bliss proofs have been edited and approved. The first two chapters can be found in the Trunk. Shoved my first novel, Some Hidden Thunder, into the Trunk. Added New button on navigation bar for quick access to these updates. July 6, 2001 A fairly recent screenplay, It Waits, my first screenplay, The Wendigo, and my first professionally produced play, What Are You Doing to Mrs. O'Neil?, have been tossed into the Trunk. One of the Best Adventure Game of the Year nominations for The Riddle of Master Lu has been added as a link on the Solo page.
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