SiN Episodes Blog Update - briefly
(hx) 07:19 PM CEST - Apr,17 2006
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A new
blog on the SiN Episodes website offers an update from Shawn Ketcherside,
lead designer on Ritual's upcoming shooter sequel. This installment is about the
effect the episodic structure has on the game's design.
Essentially, for us, SiN Episodes works on two levels. The first level is on an
episode specific arena. We want every episode to be a rewarding and satisfactory
experience for the player. So, we endeavor to make each episode not a "part" of
a game, but a complete game in and of itself. It's an idea of scope, not
division.
Now, there is also a secondary "higher" level as well. While each episode
answers questions and tells its own story, it also fits into a larger scale
tapestry, asks new questions, and foreshadows events to come. This allows us to
have twists and turns in the overall plot.
To give some examples from other media, let's look at two outstanding television
shows: X-Files and more recently Lost. In both cases, there's certainly an
overarching idea behind both shows – Something that extends beyond any
individual episode. So, fans that watch the show episode to episode, season to
season, get insights into this overarching idea.
More casual viewers may miss out on some of the high level threads and plot
lines, but each episode is written to be a complete experience. They're written
to be like bricks in a building, not chapters in a book. There are of course
call-backs to previous episodes, there's foreshadowing to future episodes,
there's twists, turns, and the occasional cliff-hangar. But, for the most part,
the episodes are written so that having knowledge about these elements can
enhance your viewing experience, but they're certainly not required to enjoy the
story being told.
This is exactly the approach we're taking with our own episodic content.
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