sketchblog 1 “Sekiro”

I found a game called Sekiro, in which you are a scarred ninja, a warrior who has recovered a life from the brink of death. Your allegiance is to the young royal son, an enemy of a race. After the royal son is captured, you embark on a journey of crisis.


This game tells of a time of constant conflict between life and death, in the brutal warring states of Japan. In the game, he will give you many choices, each of which corresponds to a different ending, which you can’t change unless you start the game over. Before the game starts, he will tell you that every choice is crucial for you and you can’t ignore any detail.


Through this game, I understand that when we write the story, we should think of each choice corresponds to each ending in the end, so that the player is clearly aware of the different choices you make when you will face a different ending. We can portray more details to keep the player interested in playing.


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Comments

3 responses to “sketchblog 1 “Sekiro””

  1. sean.bayansan Avatar
    sean.bayansan

    I like the idea of forcing players to stick with their choices and by extension their mistakes. I feel like it will make players all the more conscious about what they choose to do, and really think about what kind of ending they want. Will there also be choices that may end in a game over to add more pressure on the player’s choices?

  2. binghuan.zhang Avatar
    binghuan.zhang

    I think it is really cool that you are inspired by this game, because I have played this game and thought it was really interesting and fun to play, and also feel involved while I was playing this game. Good luck on your story!

  3. haobai.yang Avatar
    haobai.yang

    Although I haven’t played this game, I decided to play it through your introduction. Maybe this game will bring me a different experience and think about the story. Thanks for sharing.

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