Categories
Game Design

Freedom?

I don’t play Grand Theft Auto IV anymore. I have neither reached the conclusion of Niko Bellic’s story, nor achieved anything approaching one hundred percent completion. I have ceased playing because I’ve found that for all this sand-box nature it is inherently devoid of freedom. I can murder a dozen people or more in the space […]

Categories
Game Design Personal Favorites

Look at you Hacker.

“Where were we after forty years of evolution? What swamp were we swimming around in, single celled and mindless? What if SHODAN’s creations are superior to us? What will they become in a million years, in ten million years? What’s clear is that SHODAN shouldn’t be allowed to play God. She’s far too good at […]

Categories
Literature Narrative Design

A matter of character.

A cast from all walks of life: young and old; rich and poor; the law abiding, the lawless, and those somewhere in between; prostitutes, thieves, murderers and lawyers. Characters that are exaggerations yet still human and all the more memorable for it. Crime, violence and a think vein of social satire, not to mention racial controversy. I’m not actually talking […]

Categories
Game Design Personal Favorites

Casing the joint.

“I’ve always equated ‘feelings’ with ‘getting caught’ they both get in the way of my money. Unfortunately not everyone is as committed to their work as I am.” Garrett isn’t an embodiment of traditional power fantasies, he might save the world but he does it reluctantly, accidentally. By the time he actively decides to foil […]

Categories
Game Design Personal Favorites

Combat Evolved.

“Don’t get any funny ideas.” I like Halo: Combat Evolved. In any list of my personal favourite titles it would be up there with Midwinter II: Flames Of Freedom and Thief II: The Metal Age. Each of the Halo sequels have been entertaining but none had the same impact, nor felt as pure in their execution […]

Categories
Game Design Narrative Design

Gameplay Contract.

The request of The Omar, the cyborg black marketeers of Deus Ex: Invisible War, is made when you throw something at them, repeatedly. It’s a little strange to hear this retort each and every time you throw a lamp, or cup at their heads but if you are constantly bombarding them with junk and getting the same […]

Categories
Game Mechanics

Global Leveling.

The Elder Scrolls IV: Oblivion implements a global levelling system that ensures all characters, loot or weapons in the world are within the same level range as the player at any time. Therefore no area is overly dangerous for you to enter and all loot and weapons located are proportional to your level. The idea being that you are free […]

Categories
Game Mechanics

Traps.

When playing Diablo II it is possible to open various containers (treasure chests, crates, bags etc), which all make a sound upon opening. Containers can be empty, contain beneficial items, or trigger traps. Though trapped containers appear randomly, the sound they make when opened is different to that of standard containers. Since the traps themselves take a […]

Categories
Game Mechanics

First Aid.

Why does BioShock feature first aid kits? In practical terms they don’t serve a purpose, health itself doesn’t really serve a purpose. Because of the Vita-Chambers death is not permanent. Purchasing, or searching for, first aid kids is money and time wasted. The health meter in BioShock seems as redundant as the Power-Meter in Super Mario […]

Categories
Game Design Game Mechanics

One Life To Live.

One of the first things you see upon setting foot in Rapture is a Vita-Chamber. No matter how many times you are killed, you are always “reborn” at the closest Vita-Chamber free to continue from where you left off. There are benefits to this approach, but also some validity to the criticism that overly explicitly encourages […]