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
Tag Archives: Games
Taking on New Meaning: Music
It can be hard to understand in life what exactly strikes a chord with us and the reasoning behind these reverberating instances. We attach extended value and meaning to all the interactions that barrage our daily lives by constantly constructing a memory web of connections and connotations. It is this hidden value that strikes me so wonderfully whenever certain video game songs reach my ears. Continue reading
WIHILA DmC: Devil May Cry
I’m both excited and wary as I consider the possibilities contained in the disc case sitting in my room with ‘DmC’ splattered on the front. The Devil May Cry series has a decade (and a bit) long history and an enfranchised fanbase, so, as somebody who just missed that train, I’ve watched from a distance in the past – curious but not too bothered. Now it appears, fresh from the re-imaginings of Ninja Theory, and I get the perfect opportunity, as both gamer and game designer, to find out what all the buzz is about. At the same time, there’s always the possibility that I missed it the first time around simply because it’s not my thing. What if the stuff that fans love about the series (perhaps partially because they’ve put in the time already) just doesn’t translate to me? On top of that, it’s a reboot with a new developer – who’s to say I’ll even be getting the ‘real’ Devil May Cry experience (and how important is that anyways?). Continue reading
Fit vs. Complacency (Part III)
Okay, we are almost done with this series on fit. If you haven’t been reading, go check them out before reading on. If you have been reading, I’m glad that you are sticking with me here. Last time we touched on understanding the specific elements of fit and accepting how different these elements can be for different people. So now the final question: how do we leverage this understanding?
Continue reading
Fit vs. Complacency (Part II)
Last time I talked about finding that feeling of fit and coming to grips with that balance of what works well for us versus areas that we have taught ourselves complacency. Today I want to jump into the topic of dissecting the components of that fit. Continue reading
Fit vs. Complacency (Part I)
There is a big difference between something that feels right because you are doing it and something that you do because it feels right. As a generally optimistic, go-with-the-flow kind of fellow I find that given most situations I can manage at least a feeling of complacency. Continue reading
WILA Deus Ex: Human Revolution (Part II)
Last time (it feels like just moments ago) I used Deus Ex as an example of giving the player choices about how he or she plays the game. If you’ve just tuned in, I recommend going and having a quick read of Part I. Unless you’re the kind of person who reads the last couple chapters of the book first, then you’ve come to the right place. While these layers of gameplay choices can add fun and interesting depth to a game, communicating that there is a choice at all can be equally important. I’m going to start a bit differently than normal just to illustrate the point. Enter: The Hypothetical Game. Continue reading
WILA Deus Ex: Human Revolution (Part I)
When I spoke about what I was looking forward to in Deus Ex, it was all about implicit gameplay choices and choosing to play a game the way you want to play it. When it comes down to accomplishing the goals of the game – the ‘get to checkpoint A’, ‘retrieve item B’, or ‘rescue princess C’ – there is value for the player (and therefore the game designer) in being able to choose how he or she gets there. This isn’t a new concept, but it’s no less important now than it has been throughout the history of games. Deus Ex has a few great examples of how the game designer can make this happen. Continue reading
WILA 9 Hours 9 Persons 9 Doors
In WIHILA 999, I talked about some of the things a game can do to make a story interesting and relatable, right up to what is probably the most important thing – the interplay between the mechanics of the game and the story. Turns out I wasn’t off the mark when I thought 999 would do this well.
So, what is the relationship between the story and the game? Continue reading
WIHILA 9 Hours 9 Persons 9 Doors
Let’s talk about story and characters in gaming. What’s that? The title says I’ll be talking about my expectations for acclaimed visual novel-style game 9 Hours 9 Persons 9 Doors (999 for short)? The thing is, you can’t really have a great game that’s centred on the plot without (stop me if you see where this is going) a good plot. Continue reading
