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Game Design Level Design Narrative Design Personal Favorites

Journey through the Dark Project: Part 4

[]   Journey through The Dark Project: Part 3 “Return to the Cathedral”: “Return to the Haunted Cathedral” is up next, I’m deep into the levels I’ve never played before. All I know about this one is: “Fuck. Fuck! Argh…” Objectives for “Return to the Cathedral” (I keep inserting the word Haunted) seem pretty straightforward… […]

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Game Design Personal Favorites

Preying On My Mind.

Playing the PlayStation 4 demo of Prey resulted in me quitting in anger, hurling my controller at the floor, and deleting the demo. Getting around to playing it on the PC, I have reached a point seventeen hours in where I encountered a bug that, though it didn’t prevent my progress, would result in a bunch of […]

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Game Design Level Design Narrative Design

Boundary Conditions.

In any simulated system there are boundaries, points at which the model being used breaks down, where player behaviour is no longer accounted for. The most obvious of these are the physical boundaries of the game space, the chasm too wide to cross or the wall too high to climb. To a large extent the methods for […]

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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 5.

“The front doors are locked. Looks like Karras wants a captive audience.” Annotated Walkthrough, 4: Your entry to Angelwatch is through a hatch on the eastern side of the second floor. The air ducts you find yourself in branch after several feet where a ladder provides access to the higher floors. The safest way forward […]

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Groping The Map Level Design

Groping The Map: Liberty Island, Part 3.

“Everything was clear an hour ago. Then, BOOM!” Annotated Walkthrough, 2: Stepping up the ramp from the South Dock, the first sight to meet you is likely the dead body of a UNATCO Trooper, lying on the path ignored by the patrolling NSF. Directly ahead there is a stone pillar of some sort, despite not […]

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Groping The Map Level Design

Groping The Map: Pauper’s Drop, Part 6.

“Nobody’s supposed to live down here, city pissing on us.” Life Below The Tracks: When things go wrong for you in Rapture the only way is down, if you sink far enough you will eventually find yourself here, the home both for those without a place in Ryan’s objectivist utopia, and those who have lost […]

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Personal Favorites

A Shattered Goddess

“… Rapture’s genius will be held within her new DNA, able to shift into desired patterns at will. A Utopian cannot be confined to a single throw of the genetic dice. When needed, she is a composer. A dancer. An engineer. She truly will be the People’s Daughter.” System Shock 2 is SHODAN’s story, your […]

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Films Narrative Design

Sequels: Continuing the Story.

Sequels focused on continuing a story started in the original can be uniquely challenging. Freed of the need to introduce world and characters the focus shifts to expanding the world, and a deeper exploration of the central themes. Providing a bigger context, a broader canvas, on which to explore the escalating consequences of the actions of the […]

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Game Design Narrative Design

What a Waste.

There comes a moment in Fallout 3 where, standing staring around at the skeletal trees and blasted earth, you realise all the mounds of rock you’ve been climbing over were once buildings; offices, apartment blocks maybe even shops and schools. In that moment you can see in your mind what that alternate history version of Washington D.C. might […]

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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 […]