I recently picked up Grandia II Anniversary Edition to scratch a JRPG itch and it scratched it a little TOO hard. Yet, it proved an interest example to analyze.
Continue reading “Narrative Analysis of Grandia II’s Beginning”
I recently picked up Grandia II Anniversary Edition to scratch a JRPG itch and it scratched it a little TOO hard. Yet, it proved an interest example to analyze.
Continue reading “Narrative Analysis of Grandia II’s Beginning” →
I have finally started integrating the main plot via in-game story, plot items, and a quest system that tries something new.
Continue reading “Karaski DevBlog #9: Game Story, Plot Items, and Quest System” →
There are some games I know I won’t like, but still buy and play. I feel it’s part of being a good game designer. Here’s my short list and reasons.
Postmortem: one must die opens Pre-Orders of the Extended Scythe Cut with Name-Your-Price model! Get the juicy Bonus Materials NOW!
Narrative adventure game playing an Agent of Death who must take ONE life that could change the Fate of a conflict-torn Nation! Freeform exploration, Rich dialogue and Meaningful choices abound!
Continue reading “Postmortem goes Gold – New Trailer and Two Weeks to Release!” →
Recent years brought us many “artsy” narrative-driven games with varying degrees of interactivity. But as the genre matures, I feel the gameplay is increasingly getting in the way of enjoying the games.
Continue reading “How much “gameplay” is too much in narrative games?” →