cioran Posted August 26, 2009 Posted August 26, 2009 (edited) Any suggestions on a good scenario design book? Is that the right word for it? Apologies if I'm a tad off. Game design's not my field. I know the Obsidian devs and folks on staff from Troika, BI, etc are very, very good at this. I know - I own all your games, and all of Troika's games (yep, including ToEE), and all of Black Isle's games. I'm working on something relatively unrelated to videogames (it's educational/training), but this would probably be helpful to know, anyway. Learn from the best, right? Technical is fine. I program and have a Master's Degree. Everything I've read is either theoretical, academic BS, or written for a third grader about "breaking into the gaming industry", which I have no desire to do. I'd like to read something by someone who actually does this for a living with some examples, preferably from actual games. Broad strokes, I don't care about dialogue (not dialogue itself at least, just how it interacts with the scenario is of interest). I really only care about plotting unique to videogames, how it intersects with scripting. I'm using Flash, nothing as flashy as what you guys use, etc. It's going to be a small project in objective terms, even though it will be a decent sized undertaking for me. Can't use PowerPoint either. Not interactive enough. Incidentally, I know your company never worked with FMV (at least that I can remember) but do you know a book on that and using greenscreen? Strongly considering using that since I'm completely unequipped to do modelling and cheesiness isn't a concern. I contacted some developers that have used FMV, they were quite friendly but most of them said they're not sure how you'd implement it with the newer technology (most FMV games are really old and DOS-based). It's fine if you don't know. I know that's a tad bit out in left field. Have a nice day! Mike Edited August 26, 2009 by cioran
GeneralLee Posted August 27, 2009 Posted August 27, 2009 The Analysis of Behavior: A Program for Self-Instruction B.F. Skinner was a master of operant conditioning. That book really opened my eyes to how animals (from rats all the way up to humans) learn new behavior. Good luck finding a copy, but if you do it'll really help explain the basics of conditioning and reinforcement. If you're looking for something more specific, Game Design Theory & Practice by Richard Rouse III is a good read for solid design insight.
Matthew Rorie Posted August 27, 2009 Posted August 27, 2009 Stephanie also recommended Game Development Essentials. Not necessarily scenario specific, but there's some good information in there. Matthew Rorie
Walsingham Posted September 5, 2009 Posted September 5, 2009 Sounds interesting. Can you tell us any more? "It wasn't lies. It was just... bull****"." -Elwood Blues tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.
cioran Posted September 9, 2009 Author Posted September 9, 2009 (edited) Thanks so much guys! I appreciate the recommendations. I'm going to check them both out. I think what's getting me is trying to connect everything in a way thats fun and accesible while still being educational. The lesson-y content, I have nailed (I've taught a while), the fun part (in the game sense), well that could use some work. I'm trying to unify the misc activities in a suitably interactive manner. That's really not working too well. Having played some edutainment games, I can tell I'm not the only person having this problem. Most of these games are not-so-great because they're school lessons with a "game" pegged on as an afterthought. There were some good ones that I've been going over though in detail - like Carmen Sandiego, Oregon Trail, Mavis Beacon and Typing of the Dead. And I did pick up something. Travelling works well for episodic (in the traditional sense, not the videogame-y way as something you buy once a month) gameplay . Also, I think I've come up with a good menu design and the rudiments of a UI. Debating a hub (a la Carmen Sandiego) or just using menus. I've been looking over outlines (design documents?) for some adventure games, but they're pretty useless since they're puzzle-centric and I'm doing something that's more dialogue oriented. Naturally - I think dialogue I think Fallout, Vampire, KOTOR2, NWN2. Incidentally, do any game companies sell books of these design documents like they do scripts for movies? I'm having trouble finding this stuff. Maybe I'm not looking in the right places, though. Suggestions welcome. P.S. To the Skinner fan - I actually have something of a background in ABA (Applied Behavioral Analysis - it's basically one of the schools of thought that was more or less founded on the basis of one of Skinner's works). If you liked that book you mentioned, pick up "Verbal Behavior" if you have a lot of spare time in the near future. Somewhere in-between mind-numbingly brilliant and magnificently obscure (it's what ABA is mostly based on). "The Technology of Teaching" is my personal favorite, though. The educator in me, I suppose. Also, I think it's his most accesible and useful book. Edited September 9, 2009 by cioran
Walsingham Posted October 1, 2009 Posted October 1, 2009 Thanks for explaining a bit more. I've thought about this, and suggest you can divide the use of games into three areas. I was a teahcer for a while, and have designed games in teh past, make of that what you will. 1) Skills You give the user as many real world real task cues as possible to get them practicing. PROS: Direct intervention, demonstrable effects, can use analogous situations (for example teaching civilian teamwork by crewing a simulated tank) CONS: Only works for relatively simplistic tasks, can mistrain people to ignore important cues. 2) Drills You give the user a computer administered test. Think driving written tests. PROS: Can train to test. Simple memory testing can improve basic discipline capability. CONS: I hate drills, they deaden the brain 3) Motivate You paint as exciting a picture of a discipline as possible to encourage further study PROS: No conflict with fun CONS: Often conflicts with reality. Also, can create unrealistic expectations. "It wasn't lies. It was just... bull****"." -Elwood Blues tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.
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