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Game Design Groping The Map Level Design

Groping The Map: Nova Prospekt – Beach

Having obtained the antlion pheromone pod – know colloquially as Bugbait – you leave the resistance camp with an entourage composed of a pair of docile antlions; an additional pair scurries down the cave to join you as you approach the beach. Able to influence and direct the antlions, and with an endlessly replenishing supply, […]

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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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Level Design

Groping The Map: Book 1 – SAMPLE.

In order to promote my work on Groping The Map: Book 1, I have decided to release a .pdf sample of the first nine pages of the chapter on Nova Prospekt from Half-Life 2. Consider this a “vertical-slice” of the book, as you can see I have made some changes from the traditional format that […]

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Game Design Game Mechanics

First Contact: Binary Domain.

A number of people whose opinions I respect, assure me that Binary Domain is a game worth playing. Specifically in regard to its combat mechanics, narrative, and themes. While playing the first hour I took some notes. The reason the notes only cover the start of the game is that I have since restarted twice […]

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Game Design

Territorial Control.

Having previously examined the possibly meanings that can be drawn from logical exploration, in the form of resource cycles in BioShock and Beyond Good & Evil, I’ve decided to take a step back and look more closely at the concept of exploration in a territorial sense. What meaning can this form of exploration impart? I […]

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Game Design

Multi-level decision making.

At any moment during a game players are liable to be thinking about events in multiple timeframes at once. Performing tasks that are over in seconds, in order to achieve goals that are over in minutes as a means of completing missions that may take hours. The lowest level of actions occur on the Immediate layer, these […]

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Narrative Design

Mechanical Definitions.

At a low enough level all game mechanics are the same, we press a button, move a stick, and something happens. Action and Outcome. Process and Result. Context is what allows us to determine if we are moving a ship through space or a counter across a board context is provided by the narrative of the game. If a plot […]

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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 […]

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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, […]

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Game Mechanics

Motivation.

It’s common for games to provide an array of tools by which you can alter your own character or the environment to better suit a particular play style, but without some degree of active encouragement it’s possibly for a lot of these tools will go unused. While playing System Shock 2 you are required to manage you resources, it’s necessary […]