This week I want to discuss something a bit more specific and mechanical: the clothing in Pokémon X/Y, and how it ultimately relates to engaging the player. Picking out a character’s clothing is the kind of thing which shows up in various games, but it’s not as simple as putting in extra art assets and telling the player to have at it. Here’s why clothes don’t just make the (wo)man, they can make the game too.
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
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
As I sit down to write about my expectations for Deus Ex: Human Revolution, I instead find myself gaping at the shopping-list-length genre of the game: Action, stealth, fps, role-playing game (okay, so my shopping lists are kind of short). If genres are supposed to provide some up-front information about the game, what should I be expecting from Deus Ex? Repeated emphasis in reviews on open-ended gameplay and choices (and a similar focus in past games of the series, a long time ago though they may be) leads me to the interpretation that Deus Ex doesn’t necessarily strive to be all these things at once, but instead has the capacity to be whichever the player chooses as they play. Continue reading