Creating Emotion in Games – Guilt as Gameplay Mechanic

The Day My Horse Died
There’s a drive from several studios in the videogames industry to start building emotional experiences, hoping to hook player’s into storylines and franchises by using more sophisticated storytelling methods. Many of these, like the detailed movie-eque conversation systems that the Mass Effect franchise use have achieved significant strides in this area. [...]

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BioWare-Brent Year 5 (Fall 2003 – Summer 2004)

This is the fifth of ten posts, one for each year that I worked for BioWare.
Conquering the Hordes of the Underdark
As summer 2003 turned into fall, the Hordes of the Underdark team was hard at work on the second Neverwinter Nights expansion. We were fast approaching our deadlines and I was able to poach [...]

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