Late last year I was taken on a highlights tour of the records office in Ipswich. In the strongroom, with its hum of climate control and surrounded by mobile shelving, we opened drawers and pulled out boxes. My guide was a staff member and talented storyteller who knew very well where to find the best bits of history and could also be amazed by the thousands of stories hidden in the archives.
An archive such as the one in Ipswich is full of stories and colourful characters. It is full of detailed maps of farmland and villages, the register of countless lives, deaths, marriages, people’s promises and depts and misdeeds, juicy newspaper clippings, the careful documentation of business transactions… Many kilometres of human history.
I thought about this experience – and many like them – when I read Ed Rodley’s latest blogpost(s) about story world design.
Ed describes how over the past decade or so, narrative-driven massive open world games have become hugely popular. Such games tell hundreds of interconnected stories with thousands of characters. Games placed in a historical context, such as Assassin’s Creed, typically employ historians to ensure the accuracy of these stories, the setting, artefacts, and characters. Continue ReadingRead More »