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Matt Haselton

Sid Meier’s Narrative Design: Part Two

Filament Games | Educational Game Developer

Looking for part one of our “Sid Meier’s Narrative Design” series? Check it out here! Situational choices encourage the player to look at their choice as a piece of a larger context – in other words, a good choice is more than the literal options in front of the player, but one that asks the …

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Sid Meier’s Narrative Design: Part One

Filament Games | Educational Game Developer

When discussing–or designing–storytelling in video games, we typically leverage the rhetoric of the storytelling mediums we’re already familiar with: notably, novels and films, a media reference point/anchor that Ian Bogost’s argued against in his provocatively titled and thoughtfully reasoned article, “Video Games are Better Without Stories.” It makes sense – in a way, treating video game …

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Tuning Digital Learning Games for Specific Learners

Filament Games | Educational Game Developer

Good game design is largely universal. While things like “pacing,” “theming,” or “feedback” might vary depending on your audience and the reaction you’re trying to evoke from them, the basic building blocks of a game: concepts of success, failure, rules, and balance are always present, albeit in different permutations and to different degrees. That being …

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