Categories
Films Game Design Level Design

Tension.

Aristotle understood the power of suspense, of tension. The unknown is vital for both good drama and good games. Without some degree of uncertainty regarding events there is little tension, little drama. Though often the overall outcome is not where this uncertainty lies. In a single-player games we know that if we keep playing for long enough we will […]

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 […]

Categories
Game Design

The Daddy.

Rescue or Harvest? Harvest or Rescue? In the end, it doesn’t matter which choice you make. Rescue the Little Sisters and lead them out into the world to live, and learn, and love; or harvest them for their Adam and use it to make Rapture a nuclear power. Either way in order to reach that […]

Categories
Game Design Narrative Design

Let me tell you a story.

Any discussion of storytelling in games is going to run up against a barrier at some point due simply to the nature of games as (in very loose terms) “interactive systems governed by rules” seems to run counter to what defines a story. I personally prefer the term narrative as it doesn’t have the same connotations […]

Categories
Game Design Narrative Design

Can I tell you a story?

Though nobody cares about your stupid story it’s likely that it’s not entirely down to the audience and their preconceptions of games. There are people who do see games as a storytelling medium, whether they consider that to be their primary function or not. This is something that Ken Levine went on to discuss in his GDC presentation, […]

Categories
Game Design Marketing Narrative Design

Do you want to hear a story?

The role of narrative in games, and the relationship between story and gameplay, has been an important topic at this years Game Developers Conference. Once again developers seemed unable to agree on the importance of narrative in games. The first person to speak up specifically about the role of stories in games was Ken Levine, President […]