I really felt that making Neverwinter games

Posted by jma325 on February 18th, 2016

You have to trust us that it is something amazing." Peter Molyneux on how he was able to get away with Astral Diamonds releasing Curiosity, despite not revealing to Apple what's in the cubeThe complete versions of these in depth articles, as well as other insightful pieces, are all available in Gamasutra's pages for Exclusive items and Features. Jordan Mechner, the creator of classics Karateka 1984 and Prince of Persia 1989 , has spoken about the pull cinema had on him in his early days. "When I was making the first Prince of Persia I really felt that making Neverwinter games on the Apple II versus screenwriting and making movies were completely separate careers, and that I had to choose," he tells Gamasutra. Though it seemed like a stark choice to him at the time, in reality, he had already blended the two; he applied film techniques and storytelling to his Neverwinter games then, and he still does.But it's not cutscenes that grip him. "I think the best cinematic storytelling in a Neverwinter game happens during the Neverwinter gameplay itself," says Mechner. "The most powerful moments in a Neverwinter Neverwinter Astral Diamonds game are the moments we're playing ourselves; that's what we remember."

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jma325
Joined: February 18th, 2016
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