Your Hosts: Mary Robinette Kowal, Cassandra Khaw, Dan Wells, James L. Sutter, and Howard Tayler
Let’s have a discussion about scenes and set pieces, and let’s lead with this: prose writers often create longer pieces using scenes as building blocks, and in this thing writing for game design is very, very similar.
Scenes and set pieces are some of the most critical components in game design, and each of them must deliver several different things to the players in order to work well.
Credits: This episode was recorded by Marshall Carr, Jr., and mastered by Alex Jackson
Podcast: Play in new window | Download (Duration: 25:11 — 18.2MB)
Design an encounter for a game you’ve enjoyed, hitting each of the following factors: setting, challenge, adversaries, rewards, and story development.
Any discussion of story structure must necessarily take a look at that big, long bit between the beginning and the end, that piece where almost everything actually happens. In this episode we talk about the middles of stories, and how formulaic structures will help you get them to do all of the things that you need for them to do, and this can be done without the story feeling formulaic.
We got things a bit out of order here — this was supposed to be the SECOND episode of March, rather than the fifth. When Brandon says “two weeks ago” he means “four weeks ago.” Sorry for the confusion.
Podcast: Play in new window | Download (Duration: 18:05 — 12.4MB)
Your writing exercise: Take the reverse engineered outline from a month ago, and move a side plot to the main plot.