วันอังคารที่ 11 ตุลาคม พ.ศ. 2554

online GDC 2011: Director Charles Cecil series details the writing process of participation games today joined the drama with historical fact, as their swords set of Adventure own broken.

Who was there

: Revolution Broken Sword series and CEO Charles Cecil made a presentation at the 2011 Online Games Developer in the potential of games fiction based on historical facts.

Cecil approach to storytelling is to nail serious stories with humor.

you speak

Cecil started explaining his approach to adventure games, which focuses on serious stories with humorous characters and situations . At first he entered the genre who want to offer a counterpoint to the serious efforts of the Sierra, said. He also expressed his relief that LucasArts had not tried his hand at the same formula as at the time, and that their efforts would probably intimidated many.

Cecil began with the celebration of 1981, calling it "one year really well," which, with the launch of the space shuttle first, the marriage of Prince Charles and Princess Diana, the tomato is considered a vegetable in the U.S. school lunches, and the beginnings of

Raiders of the Lost Ark

. He showed the audience a clip of the iconic scene of the rock film (or rather, everything on the stage before the start of rock), saying it was a perfect model for designers of adventure games.

Cecil spoke early 1981 ZX81 computer with 1K of memory and

Raiders of the Lost Ark

inspired adventure game in the first place, the editor of Computer Arctic, 'B' for adventure, simply called Clearly, the marketing of the game was missing, but Cecil said the game itself was shameful too. However, Cecil said that fans have come to him since the start of the game and raved about its history, although most of the details he said was designed by the player rather than included in the original text adventure .

Cecil new Raiders of the Lost Ark as a model, saying that the plot could tell everyone what they needed to engage them in half a minute. The arch is a precious relic with mystical powers, with an abundance of details to flesh out the mythology of the game. In addition, there is a conspiracy behind the back of the ark and its history, creating a network of son that bind very well to attract the interest of the public, and give the bad guys of today because of a on track. Indiana Jones, the ark that the armies of the Nazis is invincible, that was reason enough for adventurers to follow the theme itself. Everything thrown together the foundation for a perfect adventure game, something that Cecil will be used as a basis for Broken Sword.

Fast forward to the actual development of Broken Sword, Cecil said that the game was designed with the game publisher for a decade before Dan Brown wrote

The Da Vinci Code

. Cecil Brown has indicated that lawyers very seriously and never had any plagiarism, suggests that all but said he was happy to hear people others suggest the same thing.

As for his own approach to the design of adventure games, Cecil said he believed the medieval history is often stranger than fiction, and leads to great ideas. This is to ensure the places you visit in the game that sucks, like the Cathedral of Notre-Dame and the Eiffel Tower in the background. Cecil said he likes Paris and hopes that his passion for the city is reflected in the game, as it attempts to translate his love for history in games he does. Broken Sword also provides that the Catacombs of Paris with six million skeletons in Paris classified as "beautiful" models.

Cecil said he quickly discovered that during the writing of history, an author has to take sides. Although the Templars is rather negative, Cecil said she liked what the group originally represented. To reconcile this with the need for the wicked of Broken Sword, which changed the game as the Knights Templar to represent a group that was originally pure and praiseworthy, but became a force is corrupt and evil in the world.


As for what he learned writing adventure games, provided the writer Robert Cecil McKee to describe his game as multilinear. One of the things Cecil tries to do is give players the illusion of freedom, giving them tasks they can perform in a different order (such as the collection of three pieces of a treasure map.) It also tries to make the players have multiple goals, something we are trying to get out, and something that is on the horizon (what Cecil called "10 minutes Target"). He also spoke of maintaining a gap between expectations. If people get what they want with some frequency, Cecil said that viewers tend to be very boring.

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