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VR Storytelling in Games

Played with Fire

1⃣ Short Play Sessions Limit Deep Narratives Most VR players engage in 30-60 minute sessions , much shorter than traditional gaming. Developers struggle to fit complex plots into these timeframes, leading to simplified stories or a focus on action over depth. This enhances role-playing elements and deepens engagement.

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Aerial_Knight’s We Never Yield developer Neil Jones “I’m proud of the story and design”

PreMortem.Games

.” Marinating in my head BetaJester’s role was crucial in handling the functionality and technical aspects of the game, allowing Jones to concentrate on the design elements. “At the end of the day, I really like how this game turned out though, and that’s all a part of me really cares about.”

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Squad 51 vs. the Flying Saucers is a tribute to sci-fi movies of the ’50s

PreMortem.Games

“From the moment I got the idea of making it like an old movie I called the people from Fehorama Filmes to work on the live action cutscenes”, says Rosa. The initial idea was for them to just work on the cutscenes, but they ended up executive producing the whole project.” They had the know-how as producers, so they stepped in.

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Brothers: A Tale of Two Sons | Why I Love

GamesIndustry.biz

Why I Love is a series of guest editorials on GamesIndustry.biz intended to showcase the ways in which game developers appreciate each other's work. This entry was contributed by Ember Trail's Cruz Segovia Ardiz, game director of the alien planet management game Distant Bloom , which launched on Steam last week.

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Emerging Trends in Game Art: Real-Time Rendering, Stylized Game Art, and Beyond 

iXie gaming

This article explores the latest trends shaping the future of game art, including real-time rendering, stylized game art, AI-assisted creation, and the rising influence of user-generated content in shaping artistic directions.

Art 52
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Game-Changing Storytelling: How To Integrate Narrative Elements in Mobile Games

Game Refinery

Narrative design has always been an important part of video game development, but its significance in modern-day games continues to grow as narrative elements play an important role in player engagement and retention. This storyline is the primary driver for most of the game as the player levels up their character.

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Sent this ask a while ago but I think Tumblr ate it so here it is: In which stage of game development are relationships between characters decided? Asking this because I recently found an old Final Fantasy VII relationship chart and originally some characters were supposed to have completely different bonds compared to the ones they ended up having in the actual game. These seem to be quite important plot points, so I assume that final decisions should be made before creating cutscenes? Or you can change stuff later if devs come up with better ideas?

Ask a Game Dev

For features like cutscenes, it depends on how much difficulty it takes to build the cutscenes. That could mean combat, it could mean itemization, it could mean summoning magic, it could mean narrative, it could mean cutscenes/cinematics. If we can always make changes forever, we'll never ship the game.