Workshop and Consulting at Crytek


From there we went on to interactive storytelling. I gave them an introductory lecture just to establish a common vocabulary, and we spent the rest of the day discussing different design issues, seminar-style. The folks at Crytek are hoping to improve the stories in their shooter games, to make them richer and more emotionally meaningful. That's not always easy when your primary way of interacting with the world is at gunpoint. We spent a lot of time talking about the merits of predefined characters (e.g. Lara Croft), versus player-defined ones (e.g. MMOG avatars), versus completely neutral ones (e.g. Gordon Freeman), and which ones best manage to combine player freedom with emotional engagement. Someone made the interesting observation that the real hero of Half-Life 2 isn't Gordon Freeman, but Alex, the player's supposed sidekick. Because Gordon himself has no personality, the player identifies more with Alex and her goals than his own.
After the work day was over, we went out for a splendid dinner and a lot more shop talk. I had a great time and got a good insight into the way they work. I hope I get a chance to go back one of these days.
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