Mobile Session Itself Goes Massively Multiplayer

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by [name redacted]

Going by the online schedule, Gamevil, Inc. general manager Kyu C. Lee was to spend an hour chatting about mobile MMO games and communities, by way of his mobile MMO game, Path of a Warrior – in North Hall room 124, at 2:00.

In practice, the session was held in a completely different building and Mr. Lee was absent. With the blessing of the sound and technical staff, however, the small turnout soon took command, converting the session into an informal comparison of notes.

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Ubisoft’s Adam Thiery Talks Camera Theory

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by [name redacted]

Adam Thiery, a designer for Ubisoft Montreal, gave a short talk today on interactive cinematography. His basic point was that game cinematography is player-driven. Simple it may sound; real application is always trickier. One of the big sticking points is that camerawork, being player-driven, is limited by current understanding of game design and player psychology.

A modern camera knows when to change state, explained Thiery. In Ghost Recon Advanced Warfighter, when the player is pressed against a wall, the standard tracking camera shifts from a behind-the-character perspective to show the player character left-of-center, and focus the player’s attention to the right, around the given barrier.

Thiery said that a good game camera is a matter of functionality, rather than cinematography – yet given that, it pays to consider the visual composition within each camera state. The reason is that any action a player takes is generally guided by what he has been shown to do.

The original Half-Life takes places in a disorienting sci-fi setting; to drive the player forward, it uses huge stripes painted on the walls, like a trail of breadcrumbs or an arrow. Though this is an artificial and somewhat clumsy application, that same principle applies to any 2D screen composition.

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Evan Skolnick Asks Game Writers To ‘Make It Snappier’

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by [name redacted]

Writing is one of the less discussed bits of game development; Vicarious Visions producer Evan Skolnick has been doing his best to redress the balance. Whereas last year’s session dealt with dialogue, this year Skolnick chose to discuss general structure.

Skolnick’s background is in comic books, and indeed much of his game industry work has been on comic book movie licenses; his methods are generally simple, direct, and accessible to an entry-level audience.

Up front Skolnick cautioned that the session was not for professional writers, but neither was it a debate on the essence of video game narrative, or a tutorial on “how to make players cry”. Rather, it was a by-the-book overview was for game industry veterans – programmers, producers – with little experience in the mechanics of storytelling.

( Continue reading at GamaSutra )