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December 12, 2018
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Gregory Pellechi's Blog

 

Gregory Pellechi is a writer, indie game designer, podcaster, rugby player and third culture kid. He lives in Helsinki, Finland with his wife, Nora Lindström, daughter and a cat whom he is very allergic to. He runs Third Culture Kids Ab and his personal work can be found at onegamedad.com. He is the creator and host of The Writing Game a video & podcast series about writing, storytelling and narrative design in video games.

 

Member Blogs

Posted by Gregory Pellechi on Mon, 10 Dec 2018 09:44:00 EST in Design, Console/PC, Serious, Indie
Video games owe a lot to comic books, not just because they’re both part of nerd culture but because they’re both visual mediums doing storytelling. Here are some lessons we can learn from comic books and Stan Lee when it comes to game writing.


Writing and Narrative Design are about more than telling stories, they're a question of what should be lost in compression that is creating a video game. It's not an easy choice, that's why we explore it on the latest episode of The Writing Game.


Posted by Gregory Pellechi on Fri, 26 Oct 2018 10:20:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Games that never end aren’t immune from sequelitis. So let's look at what's expected of a sequel and the pitfalls in creating one that you'll have to contend with, especially as a writer or game designer.


Posted by Gregory Pellechi on Fri, 05 Oct 2018 10:27:00 EDT in Design, Production, Console/PC, Serious, Indie, Smartphone/Tablet
Games end. Or at least they used to. Most games be they board games, card games, sports or video games have a point at which they finish. But now we have games that don’t end. So what does that mean for stories in games when they don't end?


Posted by Gregory Pellechi on Fri, 21 Sep 2018 02:13:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR
Games are a storytelling medium and in storytelling there's a rule - show, don't tell. For video games it's evolved to "play, don't show". But how feasible is that really to implement in a game from a design or writing stand point?


Posted by Gregory Pellechi on Fri, 07 Sep 2018 11:19:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Stories, drama, change — all are about conflict. Either causing it or remedying it. Here we'll explore the roots of conflict in order to improve your game's storytelling or maybe help resolve some issues within your team.



Gregory Pellechi's Comments

Comment In: [Blog - 10/05/2018 - 10:27]

Thanks for your feedback I ...

Thanks for your feedback I really appreciate it and glad you got something out of my essay.

Comment In: [Blog - 07/23/2018 - 12:09]

His work may not be ...

His work may not be to your liking, but that doesn 't mean there isn 't wisdom in his ideas.

Comment In: [Blog - 09/07/2018 - 11:19]

Yes you 're right and ...

Yes you 're right and that was a gross generalization on my part. The convergence of conflict and plot is not a given. And for this essay I was only wanting to look at the causes of conflict from a non-narrative stand point. But I will definitely write about Kish ...

Comment In: [Blog - 04/19/2018 - 09:44]

Thanks, really appreciate it. I ...

Thanks, really appreciate it. I 'm new to the whole YouTube video thing, and I know if I spent the time to capture footage and edit that in I 'd probably do better. But it 's all a matter of focus - and writing is more my concern than creating ...