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	<title>Comments on: Designing story-based games</title>
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	<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/</link>
	<description>Video game design tips from the creator of Prince of Persia, plus news and information about his projects.</description>
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		<title>By: Adobe</title>
		<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/#comment-29119</link>
		<dc:creator>Adobe</dc:creator>
		<pubDate>Thu, 04 Aug 2011 08:04:21 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2747#comment-29119</guid>
		<description>&lt;strong&gt;Design...&lt;/strong&gt;

Designing story-based games &#124; jordanmechner.com...</description>
		<content:encoded><![CDATA[<p><strong>Design&#8230;</strong></p>
<p>Designing story-based games | jordanmechner.com&#8230;</p>
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		<title>By: Ryan Henson Creighton</title>
		<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/#comment-12512</link>
		<dc:creator>Ryan Henson Creighton</dc:creator>
		<pubDate>Thu, 20 Jan 2011 00:20:42 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2747#comment-12512</guid>
		<description>i don&#039;t think this is a &quot;one size fits all players&quot; plan of attack.

One of the more popular ways to approach story-based game design is to offer the player choices.  If i choose path A, that eliminates path B.  This is one way in which designers hope to make their otherwise linear games replayable.  

A lifelong gamer, a father of two, and an entrepreneur who runs his own games studio, the &quot;free&quot; time i have to play games is rapidly declining.  i ALREADY don&#039;t have enough time to play a game like Mass Effect.  i gave it another stab recently, and it absolutely killed me that i was forced to make choices that excluded me from seeing other content in the game.  i suppose a gamer with more time just says &quot;i&#039;ll have to play through again and choose the other path next time&quot;. 

As a gamer who fights to find the time to play through even once, i gravitate towards games that i know i can play through without worrying i&#039;m missing anything.

i think what you&#039;re saying is better applied to world-building - giving the player the sense that there&#039;s a big, wide open world to explore, and many more stories to tell.  The best worlds do this (and reap the benefits in sequels and spin-offs!)

- Ryan</description>
		<content:encoded><![CDATA[<p>i don&#8217;t think this is a &#8220;one size fits all players&#8221; plan of attack.</p>
<p>One of the more popular ways to approach story-based game design is to offer the player choices.  If i choose path A, that eliminates path B.  This is one way in which designers hope to make their otherwise linear games replayable.  </p>
<p>A lifelong gamer, a father of two, and an entrepreneur who runs his own games studio, the &#8220;free&#8221; time i have to play games is rapidly declining.  i ALREADY don&#8217;t have enough time to play a game like Mass Effect.  i gave it another stab recently, and it absolutely killed me that i was forced to make choices that excluded me from seeing other content in the game.  i suppose a gamer with more time just says &#8220;i&#8217;ll have to play through again and choose the other path next time&#8221;. </p>
<p>As a gamer who fights to find the time to play through even once, i gravitate towards games that i know i can play through without worrying i&#8217;m missing anything.</p>
<p>i think what you&#8217;re saying is better applied to world-building &#8211; giving the player the sense that there&#8217;s a big, wide open world to explore, and many more stories to tell.  The best worlds do this (and reap the benefits in sequels and spin-offs!)</p>
<p>- Ryan</p>
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		<title>By: Hattie Snowball</title>
		<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/#comment-7923</link>
		<dc:creator>Hattie Snowball</dc:creator>
		<pubDate>Tue, 26 Oct 2010 05:38:37 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2747#comment-7923</guid>
		<description>Do you mind if I repost this over to my blog? I just want to make sure credit is given where it is due. Have a great day!</description>
		<content:encoded><![CDATA[<p>Do you mind if I repost this over to my blog? I just want to make sure credit is given where it is due. Have a great day!</p>
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	<item>
		<title>By: Tall Tales, Short Stories &#38; Modest Musings &#187; A good videogame story?</title>
		<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/#comment-5941</link>
		<dc:creator>Tall Tales, Short Stories &#38; Modest Musings &#187; A good videogame story?</dc:creator>
		<pubDate>Mon, 13 Sep 2010 06:56:30 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2747#comment-5941</guid>
		<description>[...] stories for games, in particular a blog entry by Jordan Mechner (aka the Prince of Persia guy) on Designing story-based games. My favorite line (and there are many good ones): The story is what the player does, not what he [...]</description>
		<content:encoded><![CDATA[<p>[...] stories for games, in particular a blog entry by Jordan Mechner (aka the Prince of Persia guy) on Designing story-based games. My favorite line (and there are many good ones): The story is what the player does, not what he [...]</p>
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		<title>By: Derek</title>
		<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/#comment-5505</link>
		<dc:creator>Derek</dc:creator>
		<pubDate>Tue, 31 Aug 2010 05:34:58 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2747#comment-5505</guid>
		<description>&quot;because it followed 11&quot;

Are you kidding? #11 is just a cheap trick, and it doesn&#039;t improve a game&#039;s quality AT ALL.</description>
		<content:encoded><![CDATA[<p>&#8220;because it followed 11&#8243;</p>
<p>Are you kidding? #11 is just a cheap trick, and it doesn&#8217;t improve a game&#8217;s quality AT ALL.</p>
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		<title>By: Derek</title>
		<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/#comment-5504</link>
		<dc:creator>Derek</dc:creator>
		<pubDate>Tue, 31 Aug 2010 05:12:51 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2747#comment-5504</guid>
		<description>Zelda = FAIL</description>
		<content:encoded><![CDATA[<p>Zelda = FAIL</p>
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	<item>
		<title>By: metin2 yang</title>
		<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/#comment-3193</link>
		<dc:creator>metin2 yang</dc:creator>
		<pubDate>Thu, 25 Mar 2010 00:52:49 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2747#comment-3193</guid>
		<description>You were absolutely right. Deus Ex was a great game, and it’s because it followed #6 and 11 better than any game I’ve ever played.</description>
		<content:encoded><![CDATA[<p>You were absolutely right. Deus Ex was a great game, and it’s because it followed #6 and 11 better than any game I’ve ever played.</p>
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	<item>
		<title>By: Tips for game designers &#171; Flash Templates Today</title>
		<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/#comment-3127</link>
		<dc:creator>Tips for game designers &#171; Flash Templates Today</dc:creator>
		<pubDate>Thu, 18 Mar 2010 11:35:35 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2747#comment-3127</guid>
		<description>[...] advice, I think it stands up well and is more relevant to today’s industry than the 1996 list of tips for designing story-based games I posted last [...]</description>
		<content:encoded><![CDATA[<p>[...] advice, I think it stands up well and is more relevant to today’s industry than the 1996 list of tips for designing story-based games I posted last [...]</p>
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	<item>
		<title>By: metin2 hileleri</title>
		<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/#comment-2950</link>
		<dc:creator>metin2 hileleri</dc:creator>
		<pubDate>Mon, 01 Mar 2010 01:36:39 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2747#comment-2950</guid>
		<description>’ve been feeling number 11 playing Dragon Age, I think… definitely a well-designed “sandbox”</description>
		<content:encoded><![CDATA[<p>’ve been feeling number 11 playing Dragon Age, I think… definitely a well-designed “sandbox”</p>
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	<item>
		<title>By: strattford</title>
		<link>http://jordanmechner.com/blog/2009/11/designing-story-based-games/#comment-2767</link>
		<dc:creator>strattford</dc:creator>
		<pubDate>Mon, 08 Feb 2010 08:50:22 +0000</pubDate>
		<guid isPermaLink="false">http://jordanmechner.com/?p=2747#comment-2767</guid>
		<description>The first one is about an decadent lawyer (the player) who had a job offered by a rich businessman from the country-side. His son is the primal suspect for the crime of rape and kill his ex-girlfriend.

It&#039;s a snall city and there are three days only to understand the city and have a glimpse about it&#039;s mysteries, search for clues, talk with people, make useful friens, do illegal things like looking for drugs (he is an addict), to lie, to be persuasive, black mail people, etc.

There&#039;s no way to be stuck on a certain point because you don&#039;t know exactly what you need to get through this, so I tried to solve it by giving more than one option to the player at almost every point.

Another thing is when your character evolves in the game and sometimes you find yourself in the middle of something that you feel like taking a nap during a movie or &quot;accidentaly&quot; pick some item or choosing the right answer/question. I find a way to make sure that the player cannot find/solve something by accident.

The 4 day, is the trial. I think it is the best of the game, since I found a way to put pretty much everything from novies, like objections, evidences, testimonies, jury&#039;s perfil and the hability to manipulate then, etc.

Oh, like I said, there are no score system - it kinda take away the suspense specially if it&#039;s about investigating a game with no predefined &quot;Game Over&quot; or &quot;You Win&quot;. I like it because it gives diferent ends based on the player&#039;s choices during the game and the personal sense of justice, so the end is different for each personality.

For instance, players can see VICTORY if he wins the case, regardless what he discover during the game. Other may think that find out what really happened is more important than win the case with some doubt. You know, the oposite ideas of professional ethics and moral ethics.

---

Well, that&#039;s enough. I&#039;m very sorry, you can delete it if you want. Anyway, the game is free and if interested, you can download it on the company&#039;s website: &quot;Beware The Ladybeetle&quot; http://www.beware.co.nr

Thank you and I hope you keep this great website to support the indie developers.
Bruno.</description>
		<content:encoded><![CDATA[<p>The first one is about an decadent lawyer (the player) who had a job offered by a rich businessman from the country-side. His son is the primal suspect for the crime of rape and kill his ex-girlfriend.</p>
<p>It&#8217;s a snall city and there are three days only to understand the city and have a glimpse about it&#8217;s mysteries, search for clues, talk with people, make useful friens, do illegal things like looking for drugs (he is an addict), to lie, to be persuasive, black mail people, etc.</p>
<p>There&#8217;s no way to be stuck on a certain point because you don&#8217;t know exactly what you need to get through this, so I tried to solve it by giving more than one option to the player at almost every point.</p>
<p>Another thing is when your character evolves in the game and sometimes you find yourself in the middle of something that you feel like taking a nap during a movie or &#8220;accidentaly&#8221; pick some item or choosing the right answer/question. I find a way to make sure that the player cannot find/solve something by accident.</p>
<p>The 4 day, is the trial. I think it is the best of the game, since I found a way to put pretty much everything from novies, like objections, evidences, testimonies, jury&#8217;s perfil and the hability to manipulate then, etc.</p>
<p>Oh, like I said, there are no score system &#8211; it kinda take away the suspense specially if it&#8217;s about investigating a game with no predefined &#8220;Game Over&#8221; or &#8220;You Win&#8221;. I like it because it gives diferent ends based on the player&#8217;s choices during the game and the personal sense of justice, so the end is different for each personality.</p>
<p>For instance, players can see VICTORY if he wins the case, regardless what he discover during the game. Other may think that find out what really happened is more important than win the case with some doubt. You know, the oposite ideas of professional ethics and moral ethics.</p>
<p>&#8212;</p>
<p>Well, that&#8217;s enough. I&#8217;m very sorry, you can delete it if you want. Anyway, the game is free and if interested, you can download it on the company&#8217;s website: &#8220;Beware The Ladybeetle&#8221; <a href="http://www.beware.co.nr" rel="nofollow">http://www.beware.co.nr</a></p>
<p>Thank you and I hope you keep this great website to support the indie developers.<br />
Bruno.</p>
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