Writing is Prescriptive, Gaming is Conscripted

March 11, 2014 // Published by Stephen Keating

When somebody reads a text, regardless of the text’s intent, the reader is being prescribed a scenario. The moment the designer moves away from the abstraction of the visual or the abstraction of the sound or interaction, they move away from showing what the player can do and into telling them what to do. The […]

Super Metroid and Three Act Architecture: The Case for Design as Narrative

March 1, 2011 // Published by Stephen Keating

Super Metroid is a game beloved by generations, and a big part of that deals largely with how it tells its story. Despite having little actual text and no spoken pieces, the game evokes a sense of loneliness, mystery, and discovery of a sinister plot while also raising questions about the nature of the player’s […]