Categories
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 […]

Categories
Game Design

Game within a Game.

The following article was original written and published as part of the Video Games and Human Values Initiative in 2009. Due to changes in the the design of the VGHVI site the original form of this article is no longer available, so I sought and obtained permission to republish it here. A .PDF version is also available. Game within […]

Categories
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 […]

Categories
Game Design Interfaces Level Design

Ninja Skills.

So many of the elements prone to cause frustration in a stealth game are not present in Mark Of The Ninja, the clarity and consistency of feedback is some of the best I’ve seen in the genre. The straightforward manner in which visibility, audibility and even memory (Both of the player character and non-player characters) is visually […]

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Game Design Level Design Narrative Design

The polite horror game.

Dead Space: Extraction is a game that knows what it wants to be. Within a series that wears its horror film influences on its sleeve Extraction is the most direct translation of those influences to the video game form. As an on-rails shooter the cinematography and pacing are an obvious point of comparison sharing as they do […]

Categories
Game Design Game Mechanics Narrative Design

To choose a Mage.

Games are full of choices, moments where players have the ability to select between two mutually or at least partially exclusive options. They can also frequently present possibilities that are closer to The Magician’s Choice, an illusion of choice if not a choice itself. Both ways of determining future actions have their place, for the moment I want to […]

Categories
Game Culture Game Design

A disappearing history.

Among the many badly kept secrets of the games industry was the existence of a multiplayer mode for BioWare’s Mass Effect 3. Officially announced recently details are still scarce though what has been revealed is that the co-operative multiplayer mode will connect with the single player game. Co-operative play will increase Galactic Readiness which will […]

Categories
Game Design Narrative Design

Framework for Systemic Storytelling, Part 2.

Building off the initial framework outlined in Part 1 these additional concepts serve to provide means of structure and control. The primary appeal of this model is that it marries dramatic character development with player agency while potentially allowing for more variation than can efficiently be achieved through the use of branching narratives alone. For […]

Categories
Game Design Narrative Design

Framework for Systemic Storytelling, Part 1.

One of the manifold strengths of games is their ability to codify and contextualise interaction and through that provoke a sense of agency and investment. At the heart of stories, and vital to their ability to provoke emotional reactions, are characters in conflict with each other, either directly or indirectly. If we are to even […]

Categories
Game Design Level Design Narrative Design

Groping The Map: Introduction.

Next week witnesses the beginning of a new phase for this site. Starting Monday evening (GMT) Groping The Map is a series of in depth examinations of a single level. Each new instalment will see me take a detailed look at a game level from the past several years that has been personally memorable or […]