Categories
Game Design

Two steps forward…

With each consecutive hardware generation it takes time to achieve what was possible at the end of the previous generation. New hardware requires new software techniques and often a return to first principles. The initial move from sprite based to polygon based games saw a marked increase in the spatial complexity of environments but was […]

Categories
Game Design

The Perma-death interview.

A large part of what fascinates me about games is the subjective nature of the play experience itself, the notion that no two people will have the same experience even within a heavily scripted game. Recently Australian blogger Ben Abraham has been gaining attention for his decision to partake in an “iron man” play through […]

Categories
Game Design

Multi-level decision making.

At any moment during a game players are liable to be thinking about events in multiple timeframes at once. Performing tasks that are over in seconds, in order to achieve goals that are over in minutes as a means of completing missions that may take hours. The lowest level of actions occur on the Immediate layer, these […]

Categories
Game Design Game Mechanics

Meaningful Actions.

I like Chess, I would even go as far as to say I think it is a mechanically perfect game. The strength of Chess is that there are no redundant actions, there are no actions without consequences. Achieving a checkmate is not only dependant on the final move but on every preceding move, right back to […]

Categories
Game Design

Continuous Meaning.

As has been discussed previously it makes no sense to analyse a game mechanic devoid of the context in  which it occurs. At an abstract level Jump is a mechanic that exists in many games from Super Mario Galaxy to Mirror’s Edge or Far Cry 2. The context within which each mechanic is performed is what […]

Categories
Game Design

Contextual Specification – Examples.

Through unintentional irony, L.B Jeffries has helped me prove my assertion that:  “Abstract concept can be powerful but are difficult to appreciate without specific examples.” I’d like to claim that I had intended for my previous post to be overly abstract so as to prove a point, but unfortunately it was merely the result of poor editing. […]

Categories
Game Design Narrative Design

Contextual Specification.

When it comes to the creation of the common ground in which play occurs, the boundaries themselves can either be embedded or emergent. Embedded boundaries are those defined prior to, and separate from, the act of play itself. They are the rules of the game and the narrative overlaid on those rules. These elements define what […]

Categories
Game Design Narrative Design

Narrative Context.

On several occasions I’ve recounted events that took place while I was playing a game. I’ve described in detail the actions I took and the consequences of those actions, as well as explaining my motivations and emotional reaction to such events: Jumping out I threw a Molotov at the pursuing vehicle. The Molotov hit the […]

Categories
Game Design Narrative Design

A Human Reaction.

Warning: The following contains spoilers for the later stages of Far Cry 2. It could be argued that the power of any work lies in its ability to make us question ourselves and our own beliefs.  This is something games are already capable of, though maybe those responsible don’t even realise it. In a comment to […]

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 […]