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| 21 OCT 2005 at 10:06am |
Erwin_BrPrivate Detective


Posts : 455 Joined: 7 NOV 2002
Status : Offline | Have you read 'The Importance of Story' by John Campbell? 2 articles are available here: http://www.adventuredevelopers.com/regularfeatures.php?action=view&id=3
--Erwin
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| 21 OCT 2005 at 10:09am |
Alan ThornSorcerer Apprentice


Posts : 240 Joined: 8 JUN 2005
Status : Online | Write. Think. Write. Think. Write. Think. Write. Think...
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| 21 OCT 2005 at 7:56pm |
FlublyIntergalactic Janitor


Posts : 12 Joined: 14 AUG 2004
Status : Online | I know how to write. What I'm asking is how do I write an adventure game. What do you hand in to someone and say, "can you make this?", or what do you write when someone making a game asks, "can you write this?" What I'm asking is the equivalent to asking a film writer, "How do you write a script?" I'm not asking how to develop a character or make a plot. I'm asking for format and requirements and limits.
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| 21 OCT 2005 at 11:59pm |
R.P._CorseIntergalactic Janitor


Posts : 60 Joined: 18 JUN 2005
Status : Online | hi flubly , I go out on a limb here...
Your question might be a little difficult. I think many developers depend heavily on concept design as in storyboarding. This is extreemly important in laying out the designs for locations , story and puzzles. A lot of thinking before hand goes into game design. I do a lot of stuff in my head too. I know you mentioned "format and requirements and limits. " Alot of that is simply up to the developer. How long do you want the game ? or how much money do i want to invest for instances. Once the basic concept is put out , tweaking and testing along the way helps as well.
Have you ever watched the making of myst on the original cd? pretty cool stuff. I hope ive been some help.
Good luck my friend.
R.P.Corse&&&&[url=http://ancientrein.com]Lunar Deep Special Edition[/url] &&&&&&
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| 23 OCT 2005 at 8:31am |
Steve IncePrivate Detective


Posts : 571 Joined: 7 NOV 2002
Status : Offline | Originally Posted By Flubly (21 OCT 2005 7:56pm) I know how to write. What I'm asking is how do I write an adventure game. What do you hand in to someone and say, "can you make this?", or what do you write when someone making a game asks, "can you write this?" What I'm asking is the equivalent to asking a film writer, "How do you write a script?" I'm not asking how to develop a character or make a plot. I'm asking for format and requirements and limits. Being able to write for any game is partly being able to understand the development process and how everyone in the team fits together. It's also about understanding how the game engine and interface works, what their limitations are and how to get the best out of that. You also need to work with the development team to define how interactive the actual narrative is going to be (will there be multiple endings or will all threads have to be tied up before the end of the game? etc).
The whole issue is very complex. So much so that I'm actually writing a book on it at the moment. Unfortunately, it won't be out until October next year.
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| 6 NOV 2005 at 3:49am |
MoodyBluesIntergalactic Janitor


Posts : 4 Joined: 31 OCT 2005
Status : Online | Flubly, you might give the articles at Adventure Gamers: Underground a look, especially the Adventure Architect series. While they don't discuss the technicalities of an adventure game "script," they might get you started in the right direction.
http://www.adventuregamers.com/underground/features.php
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| 24 JAN 2006 at 2:00am |
azoundriaIntergalactic Janitor


Posts : 12 Joined: 24 JAN 2006
Status : Online | My wiriting strategy that works for just about anything is to plan it out point form and then 'compile' it.
Webmaster for Exploring Azoundria.&&http://www.azoundria.com/exploring
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