Tag Archives: narrative

Immersive World Goals

With both Dead Space 2 released and Dead Space 2: Severed announced I have been thinking a lot about potential side-projects for my suddenly free evenings. Going through the processes of defining what sort of game I would make got me thinking more about my overall design philosophy and I hope to record a few […]

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Narrative Volume

Thinking over narrative leeway got me thinking about the volume of narrative in an experience. The narrative volume of a work is a combination of the depth of characters, world and story. Often this is thought of as having a deep story, one which the audience gains a deeper understanding of through repeat experiences or […]

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Define: Meaningful Choice on Google

Looking through my incoming searches today I discovered a number of people are finding altereddreams by typing “define: meaningful choice”. It turns out the Google Gods have selected my definition from Notes on Interactive Narrative is the current definitive definition! This is the the most prominent place altereddreams has ever been on Google, so I […]

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Narrative Leeway In Games

I have been thinking of something I am calling Narrative Leeway (the amount the plot is allowed to deviate from a predefined story), and I think I have finally condensed my thoughts down into something sensible. This all started when I was playing Heavy Rain a few weeks ago, and I am going to throw […]

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  • About

    Seth Marinello, game designer

    I began gaming in the early 90's during the heyday of PC shareware gaming. Somewhere during my Computer Science undergraduate studies I became interested not just in playing games, but creating them as well. I completed my Masters of Digital Media degree at the Centre for Digital Media in Vancouver, B.C. I am now a level designer at Visceral Games

    Altereddreams.net is my online notebook and portfolio. Here you will find my thoughts and presentations on gaming as well as the projects I have worked on during my studies.
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