There is a certain class of books (Understanding Comics, The Design of Everyday Things) that aren’t ostensibly about video games, but have still found their way into the informal game design canon. Having recently read Thinking in Systems: A Primer by Donella Meadows, I believe it also deserves a spot on that list. The book covers a wide range of tools and methods for systems thinking, but I’d like to focus on one technique in particular and how it could apply to game design.
→ 2 Comments Game Design · Systems Analysis · Uncharted
While I was playing The Legend of Zelda: Breath of the Wild over the holidays, I kept thinking about Far Cry 2. Of course that’s not uncommon; I cut my teeth writing about games in ~2008, so I tend to see Far Cry 2 everywhere (game design pareidolia). However, rather than a vague impression, Breath of the Wild evoked specific ideas that director Clint Hocking explored in a 2009 GDC talk entitled “Fault Tolerance: From Intentionality to Improvisation”. I’d like to use that talk as a framework to compare the two games and discuss some common mechanics that are used to similar effect.
Emergent Gameplay · Far Cry 2 · Game Design · Randomness · The Legend of Zelda
A few weeks ago game director Bruce Straley announced that, after 18 years, he was going to be leaving Naughty Dog. He will be dearly missed.
→ 2 Comments Game Development · Naughty Dog · Uncharted · Work
“Originally, Deadly Premonition was supposed to take place in Canada. However, when I brought the idea to game producers, they told me the story should take place in America, as it is the country that generates the most sales.” – Hidetaka Suehiro (aka SWERY)
Canada · Deadly Premonition · Independent Games
Clash Royale has been my go-to phone game lately. I didn’t pay it much attention when it launched early last year; I just assumed it was Supercell’s latest entry in the “shouting man icon” mobile game genre. But it kept popping it when I was searching for new deckbuilding games to play, so I decided to give it a shot.