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Personal Favorites

Life on the Edge.

Mirror’s Edge feels like a game made specifically for me. I’ve worked in offices, shopping centres, and warehouses and am now being asked to exploring highly stylised but authentic recreations of such spaces, using my new abilities to gain a mastery over these environments that I could never hope to achieve in my day to day life. It even […]

Categories
Narrative Design

Wasteland Detective.

Warning: Fallout 3 main quest spoilers. Do not read if you don’t want spoilers for “Following in His Footsteps” or “Scientific Pursuits”. Quests in Role Playing Games can feel very similar. Go to an area, talk to a specific NPC, kill some creatures, find an object and return it to an NPC, add these elements together in […]

Categories
Game Design

Its own reward?

I often wonder what games are trying to say. Playing Fallout 3 I’ve found myself receiving an explicit reward simply for finding a new location. The fact that there might be new items, characters and quests in that location, or that the act of exploration itself might be rewarding isn’t consider a strong enough incentive. The game decides […]

Categories
Game Design

A measure of morality.

Apparently I’m a nice guy. At least that’s what my trusty Pip-Boy 3000 (Model A) tells me. I’m glad it does this because I probably wouldn’t have known otherwise, what with people commenting on how nice a person I am or how much of a “goody two shoes” I’ve been. Fallout 3 is giving me a curious sense […]

Categories
Game Design Level Design

Exploring the Territory.

Games are about the exploration of space, both in the physical sense of exploring a virtual environment, and the abstract sense of exploring the possibility space provided by the game; the mechanics available and the dynamics that develop from them. In both cases there are two distinct types of explorable territory: functional and logical. The […]

Categories
Game Design

It all went horribly wrong…

Having just completed a mission for Nasreen I was heading to a distant safe house when my dune buggy was rammed. Jumping out I threw a Molotov at the pursuing vehicle. The Molotov hit the driver setting him on fire and killing him almost instantly. Ducking behind my dune buggy I drew my silenced MP-5 […]

Categories
Personal Favorites

Mercenary Behaviour.

“They’re not the ones fighting here, we should make the profits.” Nasreen Davar really isn’t a nice woman. I can’t judge, I’ve done some terrible things myself, I’ve killed people, a lot of people. For money. Because I had to. Because I could. She’s saved my life more than once, and I’ve returned the favour; and yeah, maybe […]

Categories
Game Design Personal Favorites

Sea of Dreams.

The (dead) cat is out of the underwater city it seems, the first teaser trailer for BioShock 2 (Possible full title BioShock 2: Sea of Dreams), available as bonus content on the Playstation 3 release of BioShock, has found its way online; as such things always do. I’ve mentioned BioShock numerous times on this site, […]

Categories
Game Culture Game Design

Sequels: Originality and Entitlement.

The news that StarCraft II is to to be released as the first in a trilogy has caused some controversy. The variety and tone of comments on the matter has swayed from the conciliatory to the openly hostile, to the abusive. I have quoted an example of two such comments, culled from popular game industry news […]

Categories
Game Culture Game Design Marketing

Sequels: Expectations.

What is the purpose of a sequel? From a corporate perspective it’s a means of establishing a brand, a franchise, and increasing revenue through recognition. As a  fictional work it’s to expand the universe, grow the narrative and revisit familiar characters. What is the purpose from a game perspective? Chess might have evolved over centuries but […]