Sorry guys, getting my life together, just got a new puppy so wanting to focus on her until she calms down. Posts will be coming back soon!
Lots of worldbuilding posts planned, for gods and other creatures, stay tuned!
Sorry guys, getting my life together, just got a new puppy so wanting to focus on her until she calms down. Posts will be coming back soon!
Lots of worldbuilding posts planned, for gods and other creatures, stay tuned!
Link: http://astronomy-to-zoology.tumblr.com/
This blog has provided me countless reference material and inspiration when it comes to creature design, I hope it does for you as well! This person is a biology student so this is sort of his livelihood, I’ve been introduce to new creatures I have never even heard of before.
Hey Calling all World-Builders! Check out the Cartographers’ Guild!
Look, short, sweet and to the point. If you like making maps, world-building and want to find a like minded community who love doing that for fictional worlds. World-building is more than making maps, but its a start. Come and join the forum, make a blog, and be inspired!
Link
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Posted: November 30, 2013 in Inspiration, Worldbuilding
Tags: Blogs, Cartographers, Forum, Guild, Inspiration, Map-making, Maps, World-building, Worldbuilding
World-building is the process of creating a world, the overall setting and background, of a fictional universe for novels, games, movies, or any sort of media/entertainment that the audience will be able to either view or interact with. When it comes to games, specifically when the world is everything, it influences the mechanics and how the player interacts with what is within it. It is important to make sure you limit how much control you have over the story within the world, as well as how much the player the has in order for the experience to be the most immersed, and satisfactory. Games, being an interactive medium, are being explored more frequently now for a way to tell a story, to get an idea across (however be sure to not limit yourself to using only games), and the main way to do this giving a player choice, and that that choice has lasting consequence. I believe Joao Beraldo’s opinion in World-building for a better game experience is phrased the best in this quote:
“And what I learned during all this time is that the story you got to tell will never be as powerful as he story players will experience.”
Why I Agree with This
You can’t influence a story reading a book, you cannot influence a movie while watching it, however people sometimes like feeling a sense of control and games over that. We are placed in a protagonist position, and what we hope for most is that we can make the story go in the direction we want it to, and feel a moment of satisfaction that even if the consequence is negative, we made the choice ourselves and that makes the experience much more valuable. Rather than just going through a virtual space and just watching as the game happens in front of you, YOU are making the story move forward, YOU are creating this experience mainly, not the developer, not the game.
“If you want to empower players with choice, why not weave story into it? Why not allow them to take meaningful choices before each battle? Why not give them a world where choice and consequence are a fact of life?”
If you don’t do this, sure the game may still be interesting, but this adds another sense of depth to the user experience, which is very important. User experience sells games, if your audience is not enjoying the product, it is possible the user had a negative experience with the product. For there may of been too many choices, too few choices, the writing is terrible, the world just isn’t detail enough. Taking all this into consideration is what makes great games, when the designs go that extra mile to make sure that they know enough about the world they made that every choice you make actually feels like it has some weight on its shoulders. Be it a combat decision, a political decision, a companion decision. Decisions drives players to become invested, challenge in any kind of decision with consequence even makes it more appealing towards any player. However make sure the decisions scale with the difficulty the player chose, so that it doesn’t feel to weak, or in turn feel too hard.
World-building is such a key component to making some of the best games, from the culture of a fiction race, to the layout of a city, to the structure of the world’s government, to even the design of a characters house. That all has to do with world-building and that also influences choices and consequence of maximizing the experience.
So with my teacher wanting us to do a connector style post about ‘supernode’ blogs, I have come to realize that in this search that unless its a well known novel or movie, not many world-building bloggers actually use supernode blog sources. Luckily however i was able to find that a couple of my blog rolls use i09 and Writers Digest on some of their articles when wanting to help explain their topic.
World-builders are creators, they are writers, they are game designers, they are artists, they are animators. Which means unlike news and sports blogs we’re not technically always writing about the now, and what is happening. We are writing about what is happening in our fictional worlds which can either take place before the time now, after or during. This all depends on what we are focusing on, which genre we are writing in, what exactly do we feel like writing about. I have made posts that may seem like they have nothing to do with world-building but they do. Game Design requires world-building, knowing social norms from personal or other sources allows us to as a new twist to our headworlds cultures. However we have to draw from many, many sources, and some we may not always share. Be it from wikipedia, youtube, the similarities stop here because the branching out happens in an instant.
i09 and Writer’s digest I had found on the blogs: http://worldbuildingrules.wordpress.com/ and http://mqallen.com/ , i09 I have used myself and it has been a wonderful resource for finding tips on writing, creative inspiration, and just some weird wacky things in nature and science that just have to be added to my headworld somehow. Writer’s Digest of course is a magazine, so it’s not surprising they have found sources to push them to detail their fictional worlds more. Along with their being many online articles it’s an endless source for writing tips and inspiration.
A personal one of mine I use is Gamasutra. Which is a gaming news site, however it has helped immensely with finding news, opinions, tips, resources, anything that anyone in the realm of fiction can manipulate and find a new way to fit into our world. However people who are not in the field I am going into, of course wouldn’t use this source. Thus this brings back to the point that unless its a book, world-builders will not always use common supernodes because their job is to dig deep and find as much new information as possible that they can apply to their story, manipulate it, make it theirs.
Want interesting women in video games? There are binders full of them
A recent article about women in video games from narrative designer Jill Murray, at Ubisoft Quebec. To tie in with my recent post I did about feminism and racial representation in games. I thought it would be good to link you guys to an article that expands upon it. Hope you enjoy!
Though to add a bit more of personal opinion, this is basically pointing out what the core problem is with representation of other races and genders in video games, people who do not want to do the research or even spend the time dedicating themselves to making a strong female, a strong Indian, a strong homosexual character as a main, sure they sometimes do it as a side character. But how memorable do they even make these characters? The only instance I can think of is possible Mass Effect and Dragon Age, Which Bioware have done a wonderful job of saying ‘Fuck you’ to anyone who isn’t comfortable with that, and we need more companies to do that. Sure in Assassin’s Creed: Liberation, the main character isn’t on a console but the PS Vita, but still, its nice to see more characters like her being made by triple A companies.
Link
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Posted: November 9, 2013 in Game Design, Opinions
Tags: Assassin's Creed, Bioware, Cliches, Console, Dragon Age, Entertainment, Femism, Filter Post, Gamasutra, Game Design, Game Studies, Games, Jill Murray, Mass Effect, Race, Research, Ubisoft, Ubisoft Quebec, Video game, Video Games, Women, Writing
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