Categories
Films Game Design Literature

Communicating Intent.

My previous post was vague and though some of that was intended to promote comment and discussion, I feel I may have been unintentionally cryptic in both the post itself and my comments. It was not my aim to imply any order of worth to each of the forms of media mentioned, and I also […]

Categories
Films Game Design Literature

The difference.

Literature is descriptive. Films are representative. Games are explorative. That’s a fundamental difference. Expansion and clarification can be found here.

Categories
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 […]

Categories
Game Design

A matter of appearance.

When Fable was released a big deal was made of the technology (that Lionhead had previously created for Black & White) that caused your protagonist to change their appearance based on your actions. “Evil” actions cause your character to develop dark skin, glowing red eyes and eventually horns. Whereas “Good” actions lead to a glowing […]

Categories
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 […]

Categories
Game Design

I can’t see you.

The demo for F.E.A.R. 2: Project Origin was released yesterday and though I enjoy it for a variety of reasons there’s one element that stands out, something I’d not expected. Due to either a design decision or a bug (regardless of which, the fan reaction means it may well be changed) it’s impossible to play […]

Categories
Game Design

Different Vocabularies.

Games can be thought of as a language of communication by which the player communicates their intent through the use of nouns (Objects) and adverb-verb pairs (Actions) and the game responds by changing the adjectives (Properties) describing the nouns. The grammar of the game defines the type of sentences that have meaning within the current context; […]

Categories
Game Design Narrative Design

Don’t worry, it won’t hurt you.

Far Cry 2 is a desolate wasteland all but devoid of life. The few souls you do meet are all out for themselves. Most are content to shoot first and not bother with the questions. The few “buddies” you do acquire are little better, each is out to get what they can from you and the […]

Categories
Narrative Design

Out of your control.

Warning: The following post contains plot spoilers for the final chapters of Mirror’s Edge. “Complete the game without shooting an enemy.” This is the description for the “Test of Faith” Achievement in Mirror’s Edge, and it highlights one of the more interesting ways to play the game. It is also a lie, in spirit if […]

Categories
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 […]