CHARLES versus ANDREW STANTON

I’ve always admired Andrew Stanton. He’s a genius storyteller. He understands how to captivate an audience and breathe a lively soul into the most mundane of story that even the most humanly¬†detached¬†person will empathize or sympathize with the characters.

 

Not only am I applying his storytelling techniques to my own stories, but I’m learning how to apply his theories, techniques, and processes to game design.

First and foremost, “the audience wants to work for their food without knowing that they are working for the food.” Great game designers use work, discovery, and Flow as soul-searching activities in any game.

Great games make us confront mental challenges and pull something out of our souls to conquer the tasks at hand.

Games do not have to tell a story as we know it, but their mechanics should tell a story in play.

Great game design equals evolving solid mechanics, tailoring features that groove with the experience, polishing systems through progress, and elevating gameplay.

 

If you apply Mr. Stanton’s lessons about story to a good fictional wrapper with great game design, then you have a great game (minus the artistic production value, which is icing on a delicious cake).