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Groping The Map Level Design

Groping The Map: Liberty Island, Part 6.

“Don’t think you know something about the Lady I don’t. My dad did tours out here.” Conclusion: There’s one word whose use is all but unavoidable when discussing Deus Ex: ‘possible’. The path across Liberty Island I have described is only one of many available routes, though all players start and end their paths at […]

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Groping The Map Level Design

Groping The Map: Pauper’s Drop, Part 7.

“Nobody was s’posed to reside down here long term – but when you’re broke in this town, you’re not exactly swimmin’ in alternatives.” Conclusion: As the fourth level in BioShock 2 Pauper’s Drop is at once the start of the core of the game and the end of its tutorial; from here onward everything is […]

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Game Design Narrative Design

A Human Reaction.

Warning: The following contains spoilers for the later stages of Far Cry 2. It could be argued that the power of any work lies in its ability to make us question ourselves and our own beliefs.  This is something games are already capable of, though maybe those responsible don’t even realise it. In a comment to […]

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Game Design

Call To Arms: Friends Like These

On his blog BioShock 2 designer Steve Gaynor has posted a Call To Arms in which he encouraged designers to submit designs that evoke a feeling or conflict not typically expressed in existing games. Here is my submission, tentatively entitled “Friends Like These”. Friends Like These represents the player as a blob, constantly traveling onwards […]