Last week a few of us attended GDC and I managed to attend several of the sessions dealing with different aspects of a games narrative. Along with giving me tons of new information I could apply towards our game it also gave me the chance to take a step back and examine "Remote Shepherd". By the time I got back from GDC I had determined that I had made a major design mistake as far as our missions went.
I had designed the missions first around a narrative ark and then tried to wrap gameplay around it. This left us with a story that we were unsure we could tell with a shrinking art team and a game that I did not see as fun anymore. So I had determined that we needed to scrap the missions we had designed for the story and craft a new one that was designed around the gameplay.
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