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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 […]

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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 3.

“Well well… housebreakers. How quaint.” Annotated Walkthrough, 2: Offering a more circuitous route than that found by heading through the Shemenov Estate, the area of Dayport to the west of Grandmauden Road provides a look at the range of different buildings, both commercial and residential, to be found within this section of the City. It […]

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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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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: Liberty Island, Part 5.

“A shame, isn’t it? The French terrorist group Silhouette claims that France was wrong to give the U.S. the Statue. We think they planned the bombing.” Annotated Walkthrough, 4: With two objectives and at least two separate entrances the Statue itself represents a higher level problem encounter than those you may have come across while […]

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Groping The Map Level Design

Groping The Map: Liberty Island, Part 4.

“I warned him, you know. I said right to his face, ‘Don’t take weapons into the Lady. That makes you as bad as UNATCO.’” Annotated Walkthrough, 3: Heading to the right after leaving the South Dock you will pass the corpse of another UNATCO Trooper, this one armed solely with a Pepper Spray. So far […]

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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: Liberty Island, Part 2.

“They’d’ve replaced his whole body if it would’ve improved performance. If that’s how you judge a man — by performance — then eventually it’s not about people but upgrades, versions, functionality…” Annotated Walkthrough, 1: Several things are apparently from the moment you arrive on Liberty Island. The headless Statue Of Liberty is the most obvious […]