I retweeted this yesterday, and it's a great thread.

I've been thinking about it more since, as well as the methods I use to try to proof against the problems that I know are almost definitely going to turn up despite my best efforts.
a few things I find helpful (not by any means a complete list):

- document design intent. even when working alone, but especially when working with a team, it's easy to add a feature, discover in testing that the feature isn't working, and then get hung up on fixing the feature
...when in fact a good part of the time it's worth asking "is this actually even doing the thing it was spec'd to do? what were we trying to solve with that? is the 'fixed' version of this feature actually going to do what it was supposed to, initially?"
- especially with a narrative game, be cautious of assessing a purely mechanical prototype without any kind of fiction attached -- story can change completely how players experience something and how they make choices
- again, for narrative: build your system so that it offers consistent knobs/methods for controlling how much work the player has to do to get the next narrative beat.
that might be anything from automatically offering hints in a text adventure after N failures to solve a puzzle

to building a conversational game where the NPC agent is motivated to advance the story in some direction
but it's almost always necessary to tune pacing, and you really don't want to have to rewrite a whole quest/puzzle/level/chapter in order to achieve that

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More from @emshort

29 Jul 20
Thread on what it really means to look for marginalised contributors in your spaces.
The applications of this go far beyond publishing.

Over the years I've done a lot of work at the boundaries of different communities, as an editor, curator, competition judge, advisor for industry conferences and program committee member for academic ones, as a hiring manager.
And in that time I've radically reformed what I think that kind of role is about.

Yes, I do care about "maintaining standards", when those standards are about allowing in people who treat others well, and removing those who do not.

But beyond that?
Read 13 tweets
18 Nov 19
A thread about narrative states.

Suppose we have a dating sim where outcome is decided by the player's relationship stats to three characters, and the player has loads of chances to increase relationship with any/all of them. It can be tricky to reason about the design of this.
However, suppose we calculate percentage of interest in each character: darcy_percentage = darcy_likes / (darcy_likes + wickham_likes + collins_likes .

Now we can chart this on a ternary plot. ( en.wikipedia.org/wiki/Ternary_p… ) Three suitors, four story outcomes. Triangular chart of dating outcomes.
Immediately this chart shows us where the player might get confused/frustrated about why they got the outcome they did -- because there are some points of really abrupt state transition. Another triangular graph with challenging state spaces identified.
Read 15 tweets
24 Sep 19
Thinking a lot lately about virtue as skill.

- doing the right thing is a matter of judgment, courage and habit, not just meaning well
- moral courage can be cultivated; you're not limited to current supply
- it is helpful to have thought about hard issues before facing them
examples:

I struggle to resist certain types of emotional pressure or manipulation. Usually, the only negative consequence is that I tire myself out responding to emotively-phrased requests.
But when the consequences are more serious, I have to find ways to say no even when it feels _really bad_ to do so. Until I have stronger habits here, I get through "difficult no" conversations using methods that may seem downright remedial.
Read 13 tweets
24 Jul 19
I think a lot about what good citizens we could be in a world with UBI, how much time we'd have to participate in politics. What schools would be like if more adults had time to spend with the young. What scholarship would be like if more people had time to be mature learners
all the best stuff I've done ("best" = "demonstrably useful to others," "made someone's life better," "was IMO good art") was motivated by something other than money, even if I happened also to be compensated for it.

and I think I'm not at all unusual in that regard
also, we currently need a lot of brainpower focused on how to save ourselves. get our collective decision-making systems to reflect the best of our values, unpack supremacy and avoid making the planet fully uninhabitable

there's a *lot* of citizening needed right now
Read 4 tweets
16 Jun 19
Acknowledging emerging tech that opens new possibilities: text to speech, style transfer, automated animation #Narrascope
Q: how can procedural narrative hide that it is made of consistent blocks? A: vary form as well as content; don’t show the same template blocks too often; make use of player buy-in.
Q: how does procedural narrative handle Chekhov’s gun, foreshadowing? Several answers here; one argument was that in interactive narrative it’s okay to foreshadow that an option exists because you’re framing player choice... even if the player does not fire the gun. #NarraScope
Read 5 tweets
15 Jun 19
#Narrascope Katherine Morayati on how to write IF like a pop song — starting with how music production compares with cinema production
#NarraScope strong pitch from Katherine on how formula and structure are worth studying as part of the core of our craft
Thinking about classic song feature structures and how an interactive structure can yield those patterns in each individual play through. #NarraScope
Read 7 tweets

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