Interview on Game Story with Wired Magazine

I was delighted to be asked about writing in games last week for a Wired Magazine piece by David Cornish. You can see the finished piece featuring some of my comments, which is well worth a read, here: Press X to skip: the challenge of storytelling in computer games.

Answering his questions gave me an opportunity to refine some of my own theories, so I decided to post my full responses here. I’d love to hear your thoughts in the comments below.

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Valve’s “Cabal” System for Game Design

Valve produced a handbook for new employees at the start of 2012. It’s surprisingly gripping reading, for an employee handbook, and also features some of Valve’s trademark humor:

If you stop on the way back from your massage to play darts or work out in the Valve gym or whatever, it’s not a sign that this place is going to come crumbling down like some 1999-era dot-com startup. If we ever institute caviar-catered lunches, though, then maybe something’s wrong. Definitely panic if there’s caviar.

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How Game Writing Is The Same As, But Totally Different From, All Other Disciplines

Today I am going to blow your mind with a discipline-by-discipline comparison showing how writing fits into game development. By asking a couple of simple questions, then following up with a few nifty diagrams, this article will change your world for ever.
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