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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 4.

“No need for alarm ladies, just passing through.” Annotated Walkthrough, 3: From the roof outside Sir Cullen’s Keep there is still some distance to go before reaching the Mechanist tower at the heart of Dayport. From here at least two buildings need to be traversed before you can gain entry to Angelwatch itself, the Dayport […]

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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 2.

“Hey, the City looks almost bearable from up here.” Annotated Walkthrough, 1: From the moment it starts Life Of The Party feels different from the rest of Thief II. Everything is brighter, the surrounding walls no longer tower above you, even the sky seems closer. Some familiar elements remain, the constant industrial drone that pervades […]

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Groping The Map Level Design

Groping The Map: Life Of The Party, Part 1.

“Angelwatch? Is this how our arrangement is gonna work, you coming up with ways for me to get myself killed?” “Is this really Garrett the Master Thief I hear talking? If danger is going to be a problem for you, then…” “Just– give me the details.” The third instalment of Groping The Map will be […]

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Level Design

Groping The Map: Pauper’s Drop, Part 5.

“‘Survival of the fittest’ that’s the rule in the Drop, the only rule.” Combat in The Drop: One of the themes at the heart of BioShock 2 is that of regaining your place in the world. You are Subject Delta, the first successfully pair bonded Big Daddy. You were once an important figure in the […]

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Groping The Map Level Design

Groping The Map: Pauper’s Drop, Part 4.

“Ol’ Andy rambles on about the Great Chain… I got people shellin’ out to pull it for me!” Annotated Walkthrough, 3: The concept of a crumbling apartment building is hardly a new one, Max Payne, Condemned 2: Bloodshot and BioShock have all included representations of such locations. They are familiar places, safe places, made explicitly […]

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Groping The Map Level Design

Groping The Map: Pauper’s Drop, Part 2.

“There ain’t a side of the tracks more wrong than under ’em.” Annotated Walkthrough, 1: Stepping onto the platform at the start of the level one thing is immediately clear, this place is dirty. Compared to the luxuriant excess of the Adonis, or the manufactured joviality of Ryan Amusements, Pauper’s Drop feels old, decrepit. Designed […]

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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

Game Vocabulary.

As I posited previously games are a form of communication. The ways in which the player is able to express their intent to the game is only half the equation. Players perform actions in the world, using sentences formed from nouns, verbs and adverb-verb pairs, and the game responds by modifying the nouns (objects) and their […]

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Game Design

Player Vocabulary.

Playing a game is a form of communication. Players express their intent and the game provides feedback on the state of the simulated world, quantifying and contextualising player actions. All forms of communication require the establishment of a common ground, this is done in games by providing both the game and player with a selection of nouns […]

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Game Design Narrative Design

Two Fold Immersion.

Having now read Patrick Redding’s Austin Game Developers Conference presentation (“Familiarity Breeds Contempt: Building Game Stories That Flow”) it’s interesting to see how dissimilar our thinking is on the matters of flow and story. It seems Patrick believes the role of the story is to help with flow itself, something that serves liable to make the story […]