So due to extenuating circumstances, I wasn’t able to finish my Mission Design Document for submission but that doesn’t mean I won’t finish it. After answering some key questions in PART 2 I worked on figuring out what the exterior and interior layouts would look like and how players would move through these spaces. First […]
The Devil and the Mayor is a classic Twine text adventure with great dialogue that makes it fun to be bad. You play a demon tasked with heading Up Top to make deals and take souls. If you are successful you will return with more power than when you left and maybe, just maybe you’ll get that promotion you’ve always wanted.
With the recent release of Assassin’s Creed: Odyssey and it’s many similarities to The Witcher 3: Wild Hunt I decided to take a deeper look at the format of each game.
Both are critically acclaimed Action RPGs (Role-Playing Games) praised for their storytelling and focus on single-player gameplay. The scope for both games was massive, expanding player expectations of the genre. Yet, as similar as they are, these games feel quite different. I think part of this is due to the way they structure their quests. For the sake of time let’s focus on secondary or side-quests, in particular, The Witcher’s “Family Matters” and AC Odyssey’s “Land of the Lawless.”
So recently I went back and played the first 2 Gears of War games and I totally forgot how much they made me feel like Delta Squad was a family and how often they actually broke up the squad during missions which could have been interesting in Halo 5, or future Halo installments *wink wink […]
Originally Posted: March 2016 More often than not games will borrow from the film industry, whether it be how they frame their shots or how they use lighting to set the tone. The Alien franchise started in 1979 with Ridley Scott helping to pave the way for future sci-fi films and evidently many games. The […]
In part 1 we talked about the importance of keeping the player’s goal in mind; why we should teach, test, challenge and surprise the player; and why we must be consistent in our designs to create a common language within the game space. I will continue to use the Flight mission to demonstrate where you can see […]
Mirror’s Edge was released in November of 2008, receiving mostly positive reviews even though it never reached its predicted sales records. Despite that, Mirror’s Edge provides some brilliant moments for players and is able to create a language that bridges the intentions of the designers with the understanding of the players. The result was simply a fun to […]