Sunday Extra: Why Video Game Narratives Fail

One of the greatest things that ticks me off as a gamer is when I’m playing a game and I can know where everything is going from the very beginning-there’s no element of surprise or suspense, and even if there is it’s only because characters act in unbelievable ways. Now, there’s a whole plethora of issues that cause this, everything from the fact that modern gameplay tends to not be as emergent as we claim it is to the fact that writers often can’t write video games or their stories do not get integrated into the game correctly. Continue reading “Sunday Extra: Why Video Game Narratives Fail”

Game Design: 7 Core Tenets (Player Inaccessible Mechanics)

Player inaccessible mechanics are a major part of any game; the things that players have no control over regardless of what they do are defining elements of only a few titles, but there are a few things that must be considered whenever a game is being made, because although these things may seem to be inherent to the game, creating a game in which emergent gameplay is extended by the use of background activities will result in a much more immersive experience. Continue reading “Game Design: 7 Core Tenets (Player Inaccessible Mechanics)”

Project Update: Orchestra and Degrees

So this week I’ve been getting a lot of stuff done on Orchestra, and some of it is really figuring out how to handle certain things that would be very complex and need to be simplified in a way that can work well. As I’ve mentioned before, the combat system was originally going to calculate hits based on recoil versus bullets; this is perhaps the most realistic method of tracking this, and it’s incredibly hyperlethal, but one of the major downsides of it is that it doesn’t translate to other things very well, meaning that it’s a new mechanic to learn that means nothing in other cases. Continue reading “Project Update: Orchestra and Degrees”

Game Design: 7 Core Tenets (Player Accessible Mechanics)

One of the biggest pitfalls a game can come up with is creating an environment in which the player feels overwhelmed by the sheer number of things that they can or must do throughout the course of play; whether it’s a 600-page rulebook for a tabletop game that forces every roll through four different complications or a video game which requires players to adapt to a variety of different control schemes on the fly, it’s important to look at the mechanics of a game from the perspective of intelligent design decisions. Continue reading “Game Design: 7 Core Tenets (Player Accessible Mechanics)”

Project Update: Health in Orchestra

Long story short, I’m kind of through with the interesting things of Orchestra for right now. Of course, that’s not to say I’m done working on it, but there’s only so much stuff I can do until I reach the end of stuff that’s really worth discussing what I did and why, compared to things like skills and such that I’ll probably handle more in explaining what I did and some basic reasoning, rather than the reason why I think Orchestra is special for doing it. Continue reading “Project Update: Health in Orchestra”

Game Design: 7 Core Tenets (Setting)

A game’s setting has come to mean a number of things to gamers; in tabletop roleplaying it’s usually used to describe the surrounding world and the cast, and it means similar things in video games. However, when working on a game you must work two-fold on your setting; creating both an implied and explicit setting, in order to reach the best mixture of freedom of choice and engaging experiences that create emotionally and psychologically appealing games. Continue reading “Game Design: 7 Core Tenets (Setting)”

Game Design: 7 Core Tenets (Presentation)

Presentation is a major part of how we perceive the games that we play, and as a designer it is critical to understand how the game is being presented to the player from a holistic perspective. This article will touch on the basics of presentation from both the tabletop and video game perspectives.

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Game Design: 7 Core Tenets (Intro, Difficulty and Complexity)

There are seven core tenets of game design that are equally applicable to both tabletop and video game creation. Over the course of the next few weeks, I’ll be writing on all of these, which are:

  1. Difficulty and Complexity
  2. Presentation
  3. Setting
  4. Player Accessible Mechanics
  5. Player Inaccessible Mechanics
  6. Player Role
  7. Market Continue reading “Game Design: 7 Core Tenets (Intro, Difficulty and Complexity)”

Game Design: Free-To-Pay Games and Microtransactions

I’ve had a lot of friends ask me about what I think about free-to-play games, especially since I’m one of the few people I know who is willing to actually spend money on them. Admittedly, I come from the perspective of someone who grew up playing shareware games, so when I see a free-to-play game I consider them through much the same criteria, but here’s what I look at and the things that worry me about some modern free-to-play titles.

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Project Update: Deciding on Genre

As a game designer with a focus on the educational, one of the important things to consider is how to best present content, not only in terms of the educational aspects, but in terms of density and continuity, and how believably I can work in the elements to the game.

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