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Session Name:

TweetQuest: Telling Stories in 140-Character Chunks


Though rooted in text-based games, most modern MMOs cannot rely on text as the exclusive way to tell a story. Nevertheless, many MMOs devote precious UI space to exposition-heavy quest text players often skip. This talk uses examples from advertising, comics, movies, and games to show how and why the writing style of Carbine's Unannounced MMO evolved to focus on writing quest text that gets read--using Twitter's 140-character limit as a baseline--and joining forces with art, design, and audio to build memorable narratives at any scale.

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  • GDC Online 2011
  • Cory Herndon
  • Carbine Studios
  • free content
  • Game Narrative Summit
  • Game Narrative