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Metaplot 2.0 (Part Two)

Over in my last post on metaplot I talked about the good and bad in metaplots, how they compare to other game/IP development methods and proposed some ways they could be improved. This time around I want to develop a model for how to build a metaplot so that it supports a loyal community, a [...]

Metaplot 2.0 (Part One)

Metaplot sucks, except when it’s totally awesome. Nobody likes it and they miss it when it’s gone. It’s a pain in the ass godsend for game developers and an alienating useful tool for groups.
What What?
These reactions are nigh-incoherent yet feel genuine, mirroring the good and bad in metaplots. The bad things about metaplots — that [...]