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Tag Archives: Design
Adventures in Streamlining – Skyrim vs. Battlefield 3
I’m fascinated by the similarities between Battlefield 3 and Skyrim. Both feature rich, living environments, both build on their franchise, and both attempt to innovate on their predecessor’s designs via streamlining. Unfortunately, both are not success stories. While Syrim uses … Continue reading
Tiny Tyranny Progress
I made a lot of Tiny Tyranny progress this weekend. The faction management code is almost complete, meaning that the game can actually provide a challenge now, as well as presenting some interesting choices for when and who you choose … Continue reading
Hidden Objectives as a Game Design Element
Solium Infernum, Vic Davis’ recent conquer=hell strategy game has a victory path in which players draw and complete secret objective cards to generating prestige (victory points). These secret objectives are goals known only to one player that gives a reward … Continue reading
Emergent Narrative and Frenemy Detectives
After listening to Tom Chick’s and Jason Lutes’ podcast on emergent narrative, I was inspired to make a game to try it out on my own. Since I had just seen the new Sherlock Holmes, I ended up creating a … Continue reading
Choices Must Be Meaningful
Choices Must Be Meaningful is rule one of my series on choice in game design. When games allow players to make choices, each choice must provide distinct gameplay options for the player. Let’s explore some ways choices can effect the … Continue reading
Interesting Post On Narrative and Moral Choices in Games
Taekwan Kim has an interesting post on moral choices that effect game narratives over here.
Three Rules of Choice In Game Design
Overview Allowing players to make choices when playing video games adds to replayability and player involvement. However, the ways that game designers implement choices range in quality. In some games choices are shallow, unimportant, and ultimately boring or distracting. In … Continue reading