Minimal viable product

One thing that you will sometimes see when reading indie game developer blogs/postmortems  is the discussion of the minimal viable product (game). It’s one of those terms that have different meanings depending on who you ask, but from my point of view, it is essentially an agile development method. Essentially, the…

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Dragon Age: The Last Court

So, anyone who plays RPGs on PC/Console is probably aware that Dragon Age Inquisition is dropping in a few days. I’m looking forward to hearing/seeing which new ideas they have come up with in that game, although – given my schedules – it will probably be Spring next year before…

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Character Generation in Pirates and Traders 2

Seeing as how I just posted a peek at the character generating screen from Pirates and Traders 2, I thought it might be an idea to write a few words about it. Players of the original game will feel that they are in familiar territory with this screenshot. I am retaining…

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Scripting stories

The past week has gone in putting some final touches on the story scripting engine in Pirates and Traders 2/Dwarf Kingdom. The original script engine of P&T was pretty poor; it has been improved on since then, but I’ve still not been quite happy with it for various reasons. A couple…

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Authorial direction, replayability, and player narrative

Some years ago, while I was still working actively on the Imperium project, I wrote a bit on the subject of Narrative in strategy games, where I speculated on whether less structure in a game story actually gave richer narrative. As Will Wright pointed out in his 2007 SXSW talk:…

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Creating real characters in games

Yesterday’s article about NPCs by Austin Walker definitely struck a chord with me, and got me wanting to write on the subject of characters and personality in games again. One of the big differences between Pirates and Traders 2 and its predecessor will be its addition of persistent characters – and…

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