Yesterday I attended a lecture by Jonas Carlquist called “Datorspel + Människa = Berättelse” (Computergame + Human = Story). The lecture was mostly directed towards people who didn’t know that much about storytelling in games, but it was still very interesting to see everything from an academics point of view (also, he made a good impression on me by namedropping important games for storytelling like Deus Ex and Planescape Torment).
After thinking a bit about this lecture I though of some of the views I and my fellow designers at Starbreeze has had on how to tell stories in games. In the last couple of games we’ve made, storytelling has been extremely important.
Continue reading Computergame + Human = Story
One of the hardest things to create in games is the interactive stories. It’s probably because that’s something that is very new for us. Before computers, the only stories you could call interactive or branching were the role-playing game-books such as Lone Wolf (which I remember foundly from my childhood). And even those stories are not much older than half a century. Even so, I wish interactive storytelling had evolved as so many other areas related to computers and computer games like graphics technology and AI has.
There are some interesting things going on the subject, though. Continue reading Interactive storytelling & dialogue
Having a great idea for a game is valuable. That goes without saying, but exactly how valuable is such an idea? I’ve become rather cynical on the subject after working a while in the games-industry. If 50 people work on one game for over two years, how many good ideas are thought up? And how many of those are needed for the next game? Even if you don’t have a team of 50 people or don’t plan to work on one project for that long, there is a good chance that you’ll come up with a bunch of ideas that could become great games; Ideas that never will be realized.
Cosmonaut is such an idea. Continue reading Cosmonaut
The Swedish game-magazine Level had a nice article about the relationship between art and games in their July 2007 issue. This article contained an interview with me about the game Rorschach, where I collaborated with Ida Rödén to make a small art-game. This game has been shown in a number of more “traditional” art-forums, for example at Umeå Konsthögskola and the M.A.D.E. festival. Art and games has always had a slightly weird relasionship and as usual opinions drift apart. Personally I see interactivity as the key word, and Rorschach tries to explore the interactivity of conversations; something that games in general have been pretty unsuccessful in.
Rorschach is now available for download and can be found at http://www.collectingsmiles.com/rorschach.
I just saw the first batch of reviews on Halo 3. That’s amazing. I never though they would score that great. On top of that Bioshock turned out to be incredibly as well. It’s a good time to be a gamer. While waiting to get my hands on Halo, I wanted to talk a bit about a game that’s close to my heart:
Pokémon. Yes, you heard me right, the Gotta catch’em all one. Continue reading Did you hear about this underappreciated game?
I managed to get hold of a game for the DS called Etrian Odyssey that I feel the need to rave a little about. I’m still not really sure that it’s a good game, but if you are like me and have grown up with computer role-playing games this game will definitely do the trick for you.
This game is mean in so many ways. Continue reading Etrian Odyssey – Modern nostalgica
Since I traveled with a few Irrational guys on my short trip through The New World, I got a chance to see Bioshock in quite some detail. This game has been in production in almost four years, which is a very long time for a video game. Now, I know how developing a game for a long time can be from a developer standpoint, but I’ve never spent much though on how the world’s perception of a game can evolve as well.
Continue reading Bioshock and the life of an unreleased video game
My mom called me the other day. She had seen an article in Svenska Dagbladet where I did an interview about The Darkness (I found it on the web here). The article apparently took up a full page in the culture section of the paper. Pause to think about that for a second. Continue reading Games as a respected cultural media
These days I’m eagerly refreshing gamerankings.com to see when the first review will pop up for The Darkness. In just a couple of years that site (along with metacritics) has become extremely important to the games-industry. It took some time before the games-industry found a way to measure the quality of a game, but now it seems to be here to stay. So, why has gamerankings become so important? Continue reading Gamerankings, all that important?