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We talked to the lead designer of Six Ages and King of Dragon Pass about the unique form of systemic storytelling he's developed.

Bryant Francis, Senior Editor

June 29, 2018

1 Min Read

Yesterday, King of Dragon Pass successor Six Ages launched on the iOS store, carryingg on the legacy of a 1999 cult game that found renewed success on mobile in 2011. Developed by A Sharp and designed by David Dunham, it's a game that curiously represents what happens when the mechanics and idiosyncrasies of '90s niche game design find a huge audience on a portable platform. 

To learn more about making Six Ages, and why A Sharp continued making games in this format, we invited Dunham onto the Gamasutra Twitch channel earlier today for a look at how he makes procedurally-generated storytelling happen. If you missed it, we're here to tell you that you can watch the full stream up above thanks to the magic of HTML and a few cows sacrificed at the altar*.

Be sure to watch our full chat with Dunham, and while you're at it, you can follow the Gamasutra Twitch channel for more developer interviews, editor roundtables and gameplay commentary. 

*No cows actually harmed in the making of this article.

About the Author(s)

Bryant Francis

Senior Editor, GameDeveloper.com

Bryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.

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