Tag Archives: Dustin Connor

WILA DmC: Devil May Cry

There’s been an accidental trend in my recent posts – I’ve talked a lot about how the player plays the game, why that matters, and designing with that in mind. A big part of WILA Xenoblade was how the game entertained me for quite some time by letting me pick and choose which elements of its expansive world and somewhat varied mechanics I used at any given time. In WIHILA and WILA Deus Ex, I mused on the possibilities of reaching out to a varied audience with genre-bending gameplay choices, and the importance of communicating with the player about these choices, ultimately exemplified by Deus Ex. What better way to put a temporary stopper on the topic than with the game that’s intentionally about style: DmC. Continue reading

What I Like About Introductions

First of all, welcome to ‘What I Like About’ – I hope you, er, like it! (*phew* smooth start)

As a lifelong gamer-turned-wannabe-designer, I have a confession to make. I love games. No, really, it’s true, can’t get enough of them. Since games (whether digital, table-top, card, or marble-based) are still around and are getting better all the time, it is safe to say I’m not alone in that. Not only do I love playing them, I love creating them, discussing them, even dissecting them on occasion. Verbally, of course – the other kind gets a bit messy (eww, game guts). Continue reading