One extremely common area of discussion about videogames, both in what constitutes its academia and among the general public, is how the narrative of a videogame itself can be interactive. Perhaps relieving ourselves of the need to discuss the very specific, and substantively different, definition of that term used by Chris Crawford in his book on the subject, we can say broadly that people expect an interactive narrative to react, in some way, to their inputs, in a way that your average book or film (Choose-Your-Own adventure instances of those media excluded, of course) does not.… Read the rest
Category Archives: Design
Replay value is a sorely misunderstood concept in game design. Designers and players tend to feel that replay value is a function of new content or challenge. Often a game with a linear story with no branching options, only one ending, and no advanced difficulty settings will be criticized for having low replay value, almost based solely on those facts. The perceived benefit of a higher replay value is that of economy: games are expensive, and the more entertainment you get out of them the better.… Read the rest
Welcome to dot Game’s first Optional Sidequest – extra information about the topic that might not be of interest to all of my readers. The side quest relates to the main quest of Goodwill
Contrast two films with notoriously slow pacing: Stanley Kubrick’s 2001: A Space Odyssey and Sergio Leone’s The Good, the Bad, and the Ugly. Both are likely masterpieces of late-’60s cinema.… Read the rest
What is the most important thing to know about designing videogames? This is kind of an unreasonable question to ask; and yet I wanted an answer for my first post. Luckily, I found it in a quote from Blendo Games, in their informative and delightful devblog on their upcoming title Quadrilateral Cowboy.
The specific post is mildly technical, but the quote in question is quite an artistic statement:
… Read the rest
Players have a finite amount of time and energy for you.