AdventureX 2017 – Rebecca Harwick – What Makes a Great Video Game Protagonist?
AdventureX 2017 – Chris Payne – Storytelling with cameras
Rebecca Harwick (StarWars: The Old Republic, The Elder Scrolls Online) leads us through the process of creating a great video game protagonist. Using her extensive industry experience she guides us through the choices we make when creating characters.
AdventureX 2016 – Writing for games panel
In this talk from AdventureX 2017 Chris Payne co-founder of Quantum Soup guides us through the use of cameras, how they are used in film and how this compares to games.
Adventurex 2015 – Talk Video – “This Story isn’t for you”
Rhianna Pratchett, Charles Cecil, Greg Buchanan (Paper Brexit, Paper Drumpf) and Jay Tholen (Dropsy, Hypnospace Outlaw) come together to discuss storytelling in games. How has game narrative evolved? Is writing for games really different from other mediums?
AdventureX 2015 – Ian Thomas – “Lessons from LARP”
The fine folks at Adventure-Treff filmed this panel from 2015, where Francisco Gonzalez, Alasdair Beckett-King, Jan Kavan, Ian Thomas and Alex Francois discuss player access to narrative, and being unfair to the player. Can we have a rewarding experience as a player when parts of the narrative get locked off?
AdventureX 2013 – Charles Cecil a brief history of writing for adventure games
Ian Thomas visited the event in 2015 and gave a fascinating talk on designing and running a LARP ( Live Action Role Playing) game and what it taught him about writing for interactive media.
AdventureX 2012 – John Ingold – “The Future of Adventure Games”
Charles Cecil talks in 2013 about his history of writing for adventure games. The talk covers the beginning of the adventure genre, the founding of Revolution, the business side of adventure games and the launch of Broken Sword 5.
John Ingold from Inkle came to AdventureX in 2012 just a year after Inkle was founded to talk about the future of Adventure games. What is an adventure game? Where is the genre going? What kind of innovations will the genre see? What mistakes have been made in the past and how can we improve? […]