2. Pacing in Storytelling
I realize that the Journey Myth, or "Hero's Journey," can feel like a limiting model, once someone becomes aware of it as they write a story. Balancing the storytelling process with a sense of freedom for creativity is one of the biggest challenges that writers face.
I was randomly thinking about this stuff again yesterday, and I got to wondering: In the end how compatible are 1) a well-paced dramatic storyline, and 2) the open-world exploration thing?
Like, if you were a game writer, and you absolutely had to develop a game with both of those, on pain of Blight, how would you do it? Or, how have you seen it done effectively elsewhere?





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