Skip to content
  • Facebook
  • Twitter
  • LinkedIn
  • RSS
John Scott Tynes: Transubstantiating the aether since 1995

Home

May 10, 2012

The game design sensibility expressed here feels very much in line with the deck on gaming stories I shared here recently. They took a novel game mechanic, extrapolated a theme out of that core player-game loop, and focused on delivering a rich thematic experience within that loop. What little narrative they included was just a scaffold erected around the real experience.

The way for games to become art is not to make us cry with rich characters. It’s to deliver an unprecedented sensory and skill experience that arises out of the most basic interactions of play.

A storybook, not a novel: How The Unfinished Swan took shape

The creative director of the upcoming PSN game The Unfinished Swan explains to Gamasutra how the narrative grew naturally from the world the developers built while experimenting.

0

Share this:

  • Email a link to a friend (Opens in new window) Email
  • Share on Facebook (Opens in new window) Facebook
  • Share on X (Opens in new window) X
  • Share on LinkedIn (Opens in new window) LinkedIn
  • Share on Mastodon (Opens in new window) Mastodon
  • Share on Reddit (Opens in new window) Reddit
  • Share on Tumblr (Opens in new window) Tumblr
Post navigation
Next Post
Previous Post

About John Scott Tynes

Bio & Credits

Delta Green: The Labyrinth

My most recent TRPG project is Delta Green: The Labyrinth, winner of the Gold ENnie Award for Best Supplement of 2020.

The Game at the End of this PDF

Beware: There is a game in here.You’ve been warned.

Wiser Children

My film review columns from 2001-2003

Subscribe to Revland via Email

Enter your email address to subscribe to Revland and receive notifications of new posts by email.

Archived Dispatches from Revland

Privacy Policy

Available here.

Built with Make. Your friendly WordPress page builder theme.
  • Facebook
  • Twitter
  • LinkedIn
  • RSS