Jonathan Blow talks about how "Free to Play" deeply distorts game design. Also ponders a few of the common retorts made in defense of F2P:
- "It does not affect good game design"
- "F2P is the future of games"
- "But people have fun playing Candy Crush!"
On other news, I gave a talk that required me to diagram this:
On other news, I give a talk in two days at Los Angeles, California, at GDC Next (which, noncoincidentally, has a ton of talks about Free to Play).
I edited a snippet of an interview about Storyteller:
PM: Has working on Storyteller changed the way you think of your own stories for future games?
DB: I realized while making Storyteller that western middle-class culture is highly trained in consuming stories in various forms, but the moment you have to create a narrative, that skill is almost useless. Making stories is still in the hands of storytellers -- we are just more sophisticated consumers.
Storyteller picked a small island of the possible stories that can be created and try to guide players through it smoothly. It tries to make a subset of story creation accessible and engaging. The surprising part is that even with simple elements, you can create pretty sophisticated situations.