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The Adventuress

Another Adventure Architect Up

by Amber on May 31st, 2007

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Well, it’s time for another edition of Adventure Gamers’ feature: Adventure Architect, which talks about indy game developers and how they put their games together. Deirdra Kiai has once again graced Adventure Gamers with her presence and continue on from her first article on her new game Chilvalry is Not Dead. If you haven’t read the first article, you may want to do that… because what’s the point of reading about how to create games if you haven’t even read the entire thing? It really doesn’t make any sense… seriously. You can read the first article here.

In the new article by Deirdra she goes into depth about what it takes to make up a story about a game without it turning out to be “shallow and formulaic”, as Deirdra puts it. And what’s worse then a game that’s shallow and formulaic? Scurvy, that’s what. You can’t really get any worse than scurvy. Except if you’re being executed by firing squad or something. Hmmm… I bet there’s even worse than that. But I won’t go any deeper into it, because we’re focusing on this article.

I’ve noticed that when writing a story, some people like to begin by developing a setting, whereas others prefer to focus on creating characters. While I acknowledge that both are important, I tend more towards the latter category, considering that the stories I find most interesting are usually the ones with complex and memorable characters. After all, no matter where and when a story takes place, its characters, when done well, have a human quality to them that allows us to empathize with their situations and relate them to our own lives.

I would have to agree with Deirdra here… The best part of the story are its characters. The plot can be the best plot in the world, but unless the characters are someone that I can relate to, I probably won’t get too far into the game. And if I do get into it, I’ll probably forget all about it in the long run. I mean, what was Monkey Island about? Just some pirate doing stuff. What made it memorable though? The three headed monkey. That’s who.

The idea behind the game sounds really cool. Deirdra wanted to take all those typical roles that you find in games, movies, tv shows and books and make them into something that was not normal. For example, she wants to take the hero, who is usually… well, a hero… and make him into an arrogant jerk face that no one likes. But he’s still a hero. Or, make the villain out to be some one not so villainous. All excellent ideas… ideas that I would love to see in a game.

Hopefully Deirdra keeps on chuggin’ along with this game, because if these articles make the game sound awesome.

Read and support Deirdra and her project! It’s these indy adventure game developers out there that keep adventure gaming semi-popular.

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POSTED IN: Development

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