This post will be of a slightly informal tone, I’m afraid. It’s been nine months since I posted and a lot can change in that time. The race of a few hundred million spermatozoa will be whittled down to that one successful applicant that will start the process of forming a new human life, gestating right… Read More Gameplay, what is it?
Lately I fear if I knew the great swordsman Inigo Montoya he’d have taken his rapier to me repeatedly and without restraint. It’s true, I thought the word ‘reactionary’ referred to a person quickly and readily prone to knee-jerk reactions about any given thing, instead of the definition of the word being as it is… Read More A Vocabulary Problem
Game classification by genre is a bizarre and pretty short-sighted thing, isn’t it? It can mean so much, and often very conflicting things. For example, when does “adventure” stop meaning the same as an “action role-play game” like the main Zelda series and when does it mean “puzzle-based interactive story” al la Monkey Island? When does… Read More Thoughts on classifying games by genre.
Potential space has been mentioned here as the virtual space in which a player avatar can feasibly exist. We shall explore this space and its properties; most importantly how it can shape the challenge a game presents to the player. To recap: Active space, which we have established is the space a player avatar can… Read More GAMES AS A MANIPULATION OF VIRTUAL SPACE: POTENTIAL SPACE 1
We have looked at the role of active space in terms of the player controlling the space immediately available to their in-game avatar; and furthermore how these interactions can be limited by the presence of other in-game objects. To round off this basic look at active space, we now look at how the amount of… Read More GAMES AS A MANIPULATION OF VIRTUAL SPACE: ACTIVE SPACE 3
This presentation by Vlambeer’s superstar dev Jan Willem Nijman is a good one, highlighting a great many of the tools he personally uses to create the house style of gameplay that defines the Vlambeer experience for many of its fans. It is, however, a little (for lack of a better term) unscientific, using subjective terms… Read More The Psychology of Screen Shake
Extra Credits’ first video of their new series ‘Design Club’ is absolutely brilliant: Now, I do feel like I have to say that I don’t generally like Extra Credits as much as some other people. Videos seem to get a little ostentatious about their supposed intellectual discourse of the way games work, often inventing nonsensical… Read More Teach me how to play, by letting me play.