Yesterday I gave a talk at the Platform 2011 event in Hull, which went down very well to a full room of people. My talk was about Ideas, Story and Writing for Games, which was a broad topic for a talk lasting just 20 minutes. I originally wrote it to last 25 and only last …
The second part of my article, Designing Puzzles Backwards, has just gone live.
If you don’t already know, the Wii and DS versions of So Blonde are out today in the UK. If you haven’t already ordered your copy or haven’t thought about doing so, please consider it. Even those of you who already bought the PC version will find that this game offers a new experience that acts as the perfect companion piece to that.
Over at Game Design Aspect of the Month, the first part of my article, Designing Puzzles Backwards, has just been posted. I’m not sure when part two will be posted, but I’ll let you know.
Having worked on a number of casual games over the past few years, I’m struck by how quickly casual games evolve. In particular, it’s interesting to see how the Hidden Object genre appears to be evolving towards the traditional Adventure game.
Graham Linehan (@Glinner on Twitter) tweeted a link to a wonderful article on the Guardian website: Ten Rules for Writing Fiction. It’s two pages are filled with lots of writers’ rules and tips and I’m sure it’s a good read for writers at all stages of their careers.
I started thinking about the possibility of coming up with my own set of rules specifically aimed at game writing and after thinking about it for a little time my initial thought was that it might not be possible to do this at all.