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Marian
Alec Holowka

Aug 13, 2009 by Alec Holowka 10 Comments

Talkin' at Austin GDC!

I decided to put together a talk for Austin GDC based on ideas that started germinating after I wrote in this blog about storytelling in games.

You can see the details here!

Full description:
“Are games a valid medium for telling stories? Are stories a valid basis for creating gameplay mechanics? Alec Holowka, creator of the IGF award-winning AQUARIA and the upcoming story-based game MARIAN, explores the essence of stories and games – journeying to the point where they intersect. By examining popular mainstream games, underground independent games and his own projects critically, Alec argues that its possible to create meaningful links between events in a story and gameplay mechanics – and it is a powerful technique for creating unique experiences that stimulate more than just our desire to play.”

Hope to see some of you there! :)

Tags: AustinGDC, game design, Marian, musing

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Alec Holowka

May 31, 2009 by Alec Holowka 23 Comments

Gameplay and Story, Hand in Hand

I have a bit of an unconventional approach to indie game development, and its not one that’s easy to defend.

Story + Gameplay

The ideal way for most indie developers to start a game project is to prototype different core gameplay concepts until a really original, fun idea pops out. Once the wild gameplay has been captured, its mined into a full game with appropriate visual and audial dressing and a narrative structured around the gameplay.

I can’t argue that this is probably the most efficient and proven way to discover and develop a new game concept, especially for a small team.

Unfortunately, I always start by imagining a character and the world in which they live. Then I build a basic narrative and gameplay mechanics around who that character is, and what I would be most interested in experiencing from inside that character.

The thing is, I have a hard time – as a player – connecting to game ideas that are purely gameplay motivated. I love games with good, deep, responsive gameplay, but the experience hits a whole other level of immersion when fused with a compelling atmosphere and narrative.

(read more)

Tags: game design, musings

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  • @azurenimbus Definitely! I'm trying to figure out ways to do it better... in reply to azurenimbus 10 hrs ago
  • @azurenimbus ... and save time prototyping in reply to azurenimbus 10 hrs ago
  • @azurenimbus i think if you can visualize the gameplay really vividly, you can get thru some steps quickly in your head... in reply to azurenimbus 10 hrs ago
  • @azurenimbus since it's a relatively small amount of work, you can treat it like a draft and throw it out / ignore it / redo it as necessary in reply to azurenimbus 10 hrs ago
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