Screenwriter Todd Alcott looks at the difference between Doom and Half-Life, two first-person shooters from the 1990s with nearly identical plot setups, and yet one tells a so much more compelling story than the other. He argues, basically, that while the former game contains a series of thematically consistent levels, the latter game uses the tried-and-true three-act narrative structure that's supported countless films and television episodes - applying it with great success to a series of thematically consistent game levels. Recommended reading to all interested in writing interactive adventures of any sort.
A screenwriter looks at Half-Life
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computer games, digital games, fpses, game design, screenwriting, writing.
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