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The designer of Six Ages & King of Dragon Pass on the power of systemic stories

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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