Introductory Souls

Posted by Cha

In Dark Souls and Demon's Souls stories emerge naturally from the environment, or from scattered information. It's a puzzle with many pieces missing, but there's enough information to see the basic image. Occasionally, a small revelation will make me smile or gasp. A few lines of dialogue have more impact than I've seen in half-hour cutscenes elsewhere.

The Souls games are beautiful examples of organic and restrained storytelling. There's room to discover my own sense of the world, but still plenty of scripted elements. Finding information in a natural way lets me feel the story instead of just understand it.


Freeplay 2010: The Design of Everything

Posted by Cha

It's been over a week since the Freeplay Independent Games Festival, which might be enough time to start properly gathering my thoughts.

I want to start with a massive disclaimer. I am not about to do the festival or the many excellent presenters justice. The positive energy and ideas are better covered elsewhere.

For example, in Brendan Keogh's write-ups on Gamasutra:

Brandon Boyer Tells Indies To 'Be Yourself, Be Wonderful'.
Why Adam Saltsman Makes Video Games.
The Difficulty of Understanding A World That Can't Exist.