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Design By Example Game Design Game Mechanics

Design By Example: Secrets and Upgrades in DOOM.

On its face the concept of collectibles in DOOM is counter intuitive. This is a game about combat. Fast combat. Moving and shooting distilled to their essence, then exploding in geysers of demon blood. It’s not uncommon for collectibles to provide some consequential benefit when obtained, but the way in which this has been handled in […]

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Design By Example Game Design Game Mechanics

Design By Example: Intelligence Dossiers in Alpha Protocol

Alpha Protocol is fictionally a game about being an intelligence operative, a spy. Separate from the aesthetic trappings culturally associated with espionage, the way in which it deals with information itself reinforces this theme of intelligence gathering and exploitation. In-game fictional collectibles are not uncommon. From books to audio logs, these often exist to provide […]

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Design By Example Game Design Game Mechanics

Design By Example: Organic Resupply in Super Metroid.

Following Ridley and the last surviving Metroid down to the surface of Zebes, bounty-hunter Samus Aran finds, amid the scattered remains of Chozo civilisation, a planet teeming with life. The statues left behind by the Chozo provide upgrades to Samus’ suit, altering its capabilities and allowing her to continue her explorations into once inaccessible areas. […]

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Design By Example Game Design Game Mechanics

Design By Example: Vertical Movement with Dishonored’s Blink.

In Dishonored, the first power granted you by the Outsider – the only one which you have no choice over – is the short distance teleport, Blink. What Blink offers is more than simply the ability to instantaneously move forward. If that was the extent of its power it would still be useful but it wouldn’t […]

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Design By Example Game Design Game Mechanics

Design By Example: Cover in Deus Ex: Human Revolution.

Deus Ex: Human Revolution, like its forebears, allows players to vary their approach, from direct combat to stealth, based on personal expression rather than the requirements of a given set-piece. The mechanics and level design combine to allow the player to engage in any encounter (excluding boss fights) through the use of stealth, combat, or some […]

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Game Design Narrative Design

Discovering my Destiny.

Guest Post, written by: Caitlin Moore. I don’t play shooters. We had GoldenEye when I was a kid but I only ever played against my brother and I’ve mostly avoided them since. I was initially drawn to Destiny despite this for a couple reasons. Partly it’s a function of dating a guy who is writing […]

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Game Design Level Design Narrative Design

An honest illusion.

Note: This was originally posted as a comment on the Sparky Clarkson article I link to. As I was writing I realised there was a broader point to be made, so I extended and adapted that comment into this article. Sparky Clarkson didn’t like Remember Me as much as I did; reading his analysis helped […]

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Game Design Level Design

Sneaky Bastards Issue One, now on sale.

The first issue of Sneaky Bastards: The Stealth Gaming Magazine is now on sale, available to purchase in either .PDF or print editions the magazine features 100 pages of full colour ad-free content on Arkane Studios’ Dishonored. Alongside interviews, a stealth focused review, and critical commentary, the magazine features 48 pages of level design analysis […]

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Game Design Narrative Design

An empty house through a looking glass.

The Fullbright Company’s Gone Home is a game with a very specific legacy. Beyond simply the referential  filing cabinet code, this is a game that strongly evokes the storytelling techniques and style of Looking Glass Studios. Nearly twenty years ago System Shock was released, allowing players to explore and uncover the fate of Citadel Station and its […]

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Game Design Narrative Design

The role of her life.

In his 2011 GDC presentation, The Identity Bubble – A Design Approach To Character and Story Creation, designer Matthias Worch builds on the work of Gary Fine (From his book Shared Fantasy: Role Playing Games as Social Worlds), using the conceptual model of frames to examine how players have multiple, often conflicting, internal voices. During play they are at […]