"Most good adventure games are broken up into many sub-goals. Letting the player know at least the first sub-goal is essential in hooking them. If the main goal is to rescue the prince, and the player is trapped on an island at the beginning of the game, have another character in the story tell them the first step: get off the island. This is just good storytelling. [...] It's very easy when designing to become blind to what the player doesn't know about your story."It's a great article for DMs and for interactive storytellers generally and if you've managed to remain ignorant of it for the last two decades then take the time to go read it in full right now.
- Ron Gilbert, Why Adventure Games Suck (And What We Can Do About It)
Tuesday, June 9, 2009
This is incredibly old news to me but it occurred to me that it might be fresh to some of you. It's an article written in 1989 by game developer Ron Gilbert, best known for his work on the original Secret of Monkey Island, about puzzle design and storytelling in adventure games.