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robertogreco : megjayanth   2

80 Days at GDC (with images, tweets) · laurajnash · Storify
"Recaps and Livetweets of Meg Jayanth's (@betterthemask) presentation."

Taking Risks

"On #80Days, @betterthemask: "my job was to tempt players into making bad choices." Oh, and also writing those 500,000 words ;)

.@betterthemask: "our goal was to teach players that making a bad strategic decision can lead to a better story" omg I'm in love

.@betterthemask talking about tricking players into making foolish decisions "because it's more fun winning by the skin of your teeth"

"It's the near-misses, the catastrophes, the daring escapes that players remember." This 100%. via @betterthemask http://www.gamasutra.com/view/news/237810/Narrative_and_design_insights_from_80_Days_writing_lead

The Dark Stuff

.@betterthemask: Don't avoid sensitive topics, but do think ethically and politically about what you're saying. #GDC2015

.@betterthemask: Slave-catching expedition is not a mechanics punishment. It's a narrative consequence for a narrative decision. #GDC2015

.@betterthemask: 80 Days deliberately deconstructs the classism, racism, and sexism of Verne's novel and steampunk in general. #GDC2015

Playing the Sidekick

.@betterthemask: The world of 80 Days turns, but it doesn't turn around you. Not being the most important person is liberating. #GDC2015

I liked the idea of the world not revolving around the main characters in the 80 days talk #GDC

Props to @betterthemask for that - playing as a minor hero was a refreshing bit of humility from the god complex of too many games n gamers.

Romance

.@betterthemask: Romances in 80 Days are important to players, but those narratives are unpredictable. Can't game the romance. #GDC2015

#gdc .@betterthemask on the value of romances that aren't skill checked and cannot be gamed

Behind-the-Scenes

I love @betterthemask’s description of approaching 80 Days as “a machine for telling stories”.

It's about READING #gosh #gasp @betterthemask

"Talking about mechanics and narrative as oppositional completely misses the point."
#80Days
- @betterthemask

@betterthemask, wonderful talk about building a strong narrative foundation while embracing constraints and collaboration. #GDC2015

On getting lost in research - 80-90% of the research @betterthemask did never made it into the game; rabbit-holes not avoided on 80 Days.

.@betterthemask: In games, you have to create your own editing process. Find a first reader & redraft. Protect redrafting time. #GDC2015

Writers: think ethically about your game writing, what you leave out is as critical as what you put in. seek criticism- @betterthemask

.@betterthemask: Hire writers early and involve them in the process! (I couldn't agree more.) Use each other's strengths. #GDC2015

.@betterthemask: Make efficient design choices; figure out how to be as lazy as possible. It's a necessity. #GDC2015

Things I didn't know about 80 Days:

.@betterthemask: 80 Days has more text than the LOTR trilogy (but not as much as the first five ASOIAF books). :) #GDC2015

.@betterthemask: Europe is all introductory. Asia adds complexity. Americas ramps up the tension. #GDC2015

So it turns out you can die tragically in @betterthemask's 80 days. Kinda stunned here http://www.inklestudios.com/80days/journeys/?id=7qwvUJqmv4&playerName=@john_brindle

Recaps

Narrative and design insights from 80 Days' writing lead
http://www.gamasutra.com/view/news/237810/Narrative_and_design_insights_from_80_Days_writing_lead.php

ICYMI @_shortgame on 80 Days, we pile on praise, mock “evocative”, fail at French and hype camels, drag, romance… http://www.theshortgame.net/36-80-days/ "
via:robinsloan  80days  games  gamedesign  videogames  gamedev  gaming  storytelling  writing  megjayanth  edg  srg  research  process  howwework  reading  howweread  text  interactivefiction  collaboration  constraints  tension  complexity  gamedevelopment  if 
march 2015 by robertogreco
80 Days on the App Store on iTunes
[See also: "80 Days Is the Alternate-Reality, Anti-Colonialism Adventure We All Deserve"
http://killscreendaily.com/articles/80-days-alternate-reality-anti-colonialism-adventure-we-all-deserve/

and http://www.inklestudios.com/80days/ ]

"1872, with a steampunk twist. Phileas Fogg has wagered he can circumnavigate the world in just eighty days. Choose your own route around a 3D globe, travelling by airship, submarine, mechanical camel, steam-train and more, racing other players and a clock that never stops.

* "For people who love high adventures and good writing, 80 Days is a voyage that must be taken" - The Verge
* "Interactive storytelling as its best" - The Guardian
* "A brilliantly paced, memorable and quite frankly terrific piece of modern interactive fiction, that masterfully blends strategy, resource management and adventure" - IndieGames.com
* "one of the best iOS games of the year." - iLounge

150 cities to explore. Detailed research and techno-fantasy combine in an 1872 of tensions, inventions and exploration. Climb the Burmese mountains, trek the Zulu Federation, sail up the Amazon and disappear under the Indian Ocean - but don't fall behind the time!

* "Could be the best interactive fiction game out there" - 148 Apps
* "A sublime video game to immerse yourself in" - The Examiner
* "One of the most extraordinarily memorable and unique games I’ve played in years" - Pocket Tactics
* "Everything about this game is perfect" - AppAdvice
* "Innovative and extraordinary, and unpredictable fun" - Apps Zoom
* "Rich with ideas, brilliantly written, and creates a world that you'll want to visit over and over again" - PocketGamer (gold award)

Featuring stunning art by Jaume Illustration, a half-million word script by Meg Jayanth, original music by Laurence Chapman, and built using the same inklewriter engine that powers our critically-acclaimed Sorcery! series, 80 DAYS is an interactive adventure created by your choices, on the fly, and is different every time you play.

Playing as Phileas Fogg's loyal valet, Passepartout, you must balance your master's health, your finances, and the time, as you choose your own path from city to city all the way around the world. Bribe your way onto early departures, but don't let yourself go bankrupt or you'll be sleeping rough and begging for aid! Trade items for profit, and collect the equipment for the conditions you'll face: but too much luggage will slow you down...

80 DAYS is a breakneck race, with an in-game clock that never stops running. Trains, steamers, hot-air balloons, boats, camels, horses and more leave and arrive minute by minute.

Every city and journey is narrated via an interactive story where you control every action. Will your choices speed you up - or lead you into disaster? Will you earn Fogg's trust and respect? Will you uncover the secrets and short-cuts that can shave days off your time? Murder, romance, rebellion and intrigue await!

The app is network-connected, with a live feed that shows you the position of all the other players of the game, their routes, triumphs and disasters. You can race to be the fastest - or look ahead to learn the secrets of the world.

Share your own journey with friends, and load other's routes directly into your app so you can race head-to-head.

80 DAYS is a complete experience, with no in-app purchases, and was made by a core team of just four people. If you enjoy it, please leave a rating, and check out our Sorcery! series."
iphone  ios  games  ipad  phileasfogg  interactivefiction  srg  edg  toplay  megjayanth  laurencechapman  inklewriter  aroundtheworldin80days  julesverne  gaming  videogames  if 
august 2014 by robertogreco

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