
damian Lanahan-Kalish said I’m working on blog where I list one idea for somethin.Jamie Stellini said I’m working on a project called ’52 Songs,’.Lee Vervoort said I am working on completing my first feature film.monte merrick said working on poems – working on a poetry series here on.Wallace Boss said I’ve taken up an exciting concept of a site promoting.An Interview with the Exploratorium’s Adam Tobin, Part 1ĬOMMUNITY PROJECT LOG What are you working on?.An Interview with the Exploratorium’s Adam Tobin, Part 2.An Interview with National Novel Writing Month’s Chris Baty.Everything I wanted to have my head in was right there. There was continuity, high drama, threads from beyond space and time. And somehow, as a little kid, comics was the conveyance system - the media that really captured my imagination…. I loved D&D - I loved the big worlds, the big spanning themes, the big epic quests, the unfolding settings with ancient civilizations and ancient secrets coming back to haunt the present. That template - the way comics unfold over time - had a really big impact on me. Every week you could go to the store and see somebody’s latest adventure. So I just grew up with serial storytelling. It’s gotten bad I need a twelve-step program. I still have about a thirty-dollar habit per week. I’m more a comic geek than anything else, honestly. Those were my absolute loves, as most geeks around here will probably repeat. But I think what shaped the monster ultimately was a mix between Dungeons & Dragons and comic books. Well, figure that everyone in the industry just loved Star Wars. What were some of your big influences growing up? It was my job not only to create the single-player component of the game - the storyline that you ultimately track through in these ongoing wars - but also to just kind of create the universe behind the game so that when you weren’t actually playing, you might still be chewing on these concepts or characters or places that you’d experienced. Essentially, you’re playing through a sequence of maps with this virtual army you build over time. When I started out in this racket about fourteen years ago, we were making war games. And over time, the worlds are becoming the game, strangely enough. My core responsibility is coming up with the worlds our games take place in. How do you explain to non-gamers what you do for a living? Be sure to also check out Part Two to hear about the ingredients of good interactive story-telling, the power of tribal creativity, and why Blizzard’s game makers will never put rubber nipples on Batman’s suit. This is the first part of a two-part interview. World of Warcraft's Chris Metzen talks about the power of spinning ideas, and how he got his big break on a bar napkin.
