Hannah Nicklin

  • billecarthas quoted7 months ago
    Stewart Lee’s How I Escaped My Certain Fate
  • billecarthas quoted7 months ago
    Familial relationships do often adhere to a stereotype or format, but to turn from stereotype to character, consider how you will complicate your characters, and demonstrate that through dialogue-driven exposition.
  • billecarthas quoted7 months ago
    Choice and agency are part of the material of storytelling in games – and you can make decisions against the grain of players’ expectations for better storytelling.
  • billecarthas quoted7 months ago
    Characterisation can be derived from disagreement, silence, and lack of effect.
  • billecarthas quoted7 months ago
    What’s important is that the player is acting, leaning in, and playing ‘as’ the character very often.
  • billecarthas quoted7 months ago
    David Edgar, How Plays Work
  • Дмитрий Веснинhas quoted2 years ago
    It has been necessary to cut a lot of nuance and detail in attempting to summarise game design processes and roles in so short a space, so if you would like a whole book dedicated to it, I recommend Richard Lemarchand’s A Playful Production Process: For Game Designers (and Everyone).
  • Дмитрий Веснинhas quoted2 years ago
    Do not trust someone whose only source is McKee and Snyder with game story decisions.
  • Дмитрий Веснинhas quoted2 years ago
    That is, our lives have a beginning and they have an end. What happens in between is (by process of elimination) a ‘middle’. Maybe you might throw ‘childhood’, ‘adolescence’, ‘young adult’, ‘middle age’ and ‘old age’ in there. Congratulations, you invented the five-act structure.
  • Дмитрий Веснинhas quoted2 years ago
    One of the earliest records we have of someone saying there should be a beginning, middle, and an end was Aristotle. We tend to over-represent the authority of people like Aristotle because of a mix of distance and coincidence.
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