1:13PM
  
  
  
  GDC 2013: The Breakdown of Inciting Emotions Through Playing

 motions are strong, depending on how they’re conveyed or felt; they can go on to be overwhelmingly powerful. Storytelling in games is evolving from using the artifice of genuine emotion to simply drive plot or narrative, and instead is gradually manifesting itself into a very real takeaway from direct interaction that’s piloted by the player, and solely on a script. Susan O’Connor of Writing Studio alongside Chuck Beaver of Electronic Arts take the stage at GDC 2013 and explain the finer points and fundamentals of writing within games that will flesh out what the player feels above anything else.
motions are strong, depending on how they’re conveyed or felt; they can go on to be overwhelmingly powerful. Storytelling in games is evolving from using the artifice of genuine emotion to simply drive plot or narrative, and instead is gradually manifesting itself into a very real takeaway from direct interaction that’s piloted by the player, and solely on a script. Susan O’Connor of Writing Studio alongside Chuck Beaver of Electronic Arts take the stage at GDC 2013 and explain the finer points and fundamentals of writing within games that will flesh out what the player feels above anything else.
tagged   Bioshock,
Bioshock,   GDC 2013,
GDC 2013,   God of War,
God of War,   Story-telling,
Story-telling,   Tomb Raider,
Tomb Raider,   emotions,
emotions,   feeling  |  in
feeling  |  in   Features
Features  
      
     Bioshock,
Bioshock,   GDC 2013,
GDC 2013,   God of War,
God of War,   Story-telling,
Story-telling,   Tomb Raider,
Tomb Raider,   emotions,
emotions,   feeling  |  in
feeling  |  in   Features
Features  



















