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This is a very specific question for game dev folks: Ubisoft devs have a term they use regularly called "player story," which is basically the individual path a player takes through a scenario or game. Is there a big game design lit piece on this? Is is bespoke to the company?

This is a very specific question for game dev folks: Ubisoft devs have a term they use regularly called "player story," which is basically the individual path a player takes through a scenario or game. Is there a big game design lit piece on this? Is is bespoke to the company?

  • ckunzelman

    Posted 3 years, 6 months ago (Source)
    This is a very specific question for game dev folks: Ubisoft devs have a term they use regularly called "player story," which is basically the individual path a player takes through a scenario or game. Is there a big game design lit piece on this? Is is bespoke to the company?
    • kchironis

      Posted 3 years, 6 months ago (Source)
      @ckunzelman this is common terminology everywhere i’ve worked
      • bbrode

        Posted 3 years, 6 months ago (Source)
        @kchironis @ckunzelman At Blizz we used the term, though I'm not sure if it was used the same - "Player Stories" are stories that the game generates that are noteworthy moments that players want to tell about their game experience. "You'll never believe what happened last night during the raid"
        • Chadd Nervigg

          Posted 3 years, 6 months ago (Source)
          @bbrode @kchironis @ckunzelman I've seen us use Player Story in the way @ckunzelman describes, during UX design. Like if we're adding making Upgrade to Golden, we may make a list of things that a player wants to do related to that, and then check our proposed UX flows to see how each plays out.



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