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Archive for the 'Design' Category

Call to Arms 08 - Peace

I came across this interesting game design challenge the other day, proposed by Steve Gaynor of 2k Marin. Some of the entries seem like they could really be something. I thought I’d elaborate on an idea I’d been kicking around and enter myself:
Call to Arms 2008 - “Peace”
A game of interactive vignettes set in and [...]

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IF

I have a sort of distant love/hate-relationship with Interactive Fiction (once known as text adventures) in that I can appreciate what they’re trying to do with character interaction and dynamic storytelling, but I *hate* reading on computer screens - especially in high-contrast - because it literally hurts my eyes*. So I can’t stand actually playing [...]

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Gold

A bunch of great stuff on the web lately. I found this fascinating site about game AI with some really interesting insight into the workings of NPC behaviour in games like The Sims, Thief, Façade and many others. Recently there was a great discussion about how to communicate NPC intelligence to the player. Needless to [...]

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Choice

I was thinking out loud on the Adventure Gamers forum the other day. Am I on to something or am I on something? It’s a mystery.
This was in response to an interesting thread discussing the merits of Mass Effect’s dialogue system. Not being the owner of a “Red Ring of Death”-machine I have yet to [...]

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Your move

I’ve always been drawn to games that tell stories… exploring deep and imaginative worlds. More than anything it’s the characters that inhabit these worlds that really pull me in.
But for all the snappy dialogue and gorgeous character art it’s the interaction so unique to games that makes them truly come alive. A “non-player character” must, [...]

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Interaction

Some interesting thoughts on the meaning of interactivity on A Path Through Possibility…

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