GeekMom’s Karen Walsh interviews Jean Leggett, CEO of One More Story Games

One More Story Games, founded in 2013 by Blair Leggett and Jean Leggett, offers a unique gaming experience. In a world glutted with traditional games, One More Story Games‘ approach to story-based interactive narratives fills the gaming gap.

What is StoryStylus?

The StoryStylus platform allows game creators to create and publish interactive story content. Creators using StoryStylus can serialize content so that player choices impact overall gameplay. Players who love the Mass Effect storyline decision-making gameplay will love StoryStylus designed games.

How does One More Story Games ease designer creativity?

One More Story Games’ StoryStylus platform offers many opportunities for game designers to realize their dreams. Since StoryStylus runs on Silverlight and publishes in Flash, creators can easily input their narratives. Moreover, StoryStylus’s easy to navigate platform breaks down story element into building clocks like people, places, events, conversations, and items, simplifying the worldbuilding process.

How does StoryStylus make narrative game development easy?

For writers, the StoryStylus creation process looks similar to old-school mind mapping. Creators can make linear, branching, or complex story flows all using the same navigation tools.

StoryStylus uses paths and symbols to designate the types of events occurring throughout gameplay. Reminiscent of other coding visual interfaces, like Spark, users not only easily organize their ideas but can use the visual cues to see how they’ll play out within the overarching story arcs.

Thus, these visual representations of storyline and actions allow developers to more easily review the flow of their games. For example, for more complex sandbox creations, creators have the option to create clusters of choices or tasks needed to complete a level and to create varied outcomes and storytelling games.

For example, for a good open world sandbox approach, the program allows game designers to create a starting point that has an initial choice point. From that choice point, the visual decision tree effect maps out varied quests arising out of that choice. For less of a quest based game and more of a decision-based game, designers can map out a decision tree based solely on choices leading to end goal effects.

This flexibility within the platform offers endless approaches for world-building story based game creation.

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