Well blimey there was a lot this week! There were even a couple of articles I’m going to hold on to till next week lest I overwhelm. So here it is, a week of design related articles. Bish, bash, bosh:
All games evolve as they get developed, it’s inevitable. Someone recently described all game development as expensive R&D.
This chat with creators of Dishonored peeks a little behind the curtain of its development. The Europe thing is so true. It’s hard to convey how it becomes a sensibility in your creation. A similar process happens when you create rural locations from reality.
During the Colin McRae Rally franchise I did multiple research trips to locations around the globe and nature is a beautifully ordered chaotic thing. Everything has it’s reason for being and notably in the more dense European countries the historical impact of man has left indents. A great level designer builds more than just play spaces for mechanics to be executed, they create a world that obeys multiple rules of reality in ways from subtle to stark and from sudden to gradual AND it is a perfect play ground
Unpredictability and control in turn-based combat. A lengthy piece but well worth the read.
“Be humble. Don’t tempt fate. Else ye attract the wrath of the whatever from high atop the thing.”
Detailed and interesting read on how Swindle uses Unity’s 3D world to create a 2D game.
“You can’t depend on your eyes when your imagination is out of focus.”
- Mark Twain
I think we’ve all had the Tetris dream. No?
“Example is not the main thing in influencing others, it is the only thing.”
- Albert Schweitzer
How to write a game design document
A few words from experience there. Myself I find achievements a double edged sword; On one hand I enjoy the reward for achieving something of consequence however, I instantly dislike it because it just broke me out of the immersion / flow trip and reminded me I was playing a game. Something I always try to keep in mind is their impact on play.
“Freedom is nothing but a chance to be better.”
- Albert Camus
I’ve yet to listen to this interview with Jonathan Blow
but I will, certainly. The reason I’m posting this link blind (deaf?) is that the page contains some great links.
Also filed under not done yet is this book:
Punished by Reward. Read the summary and you’ll get the drift. #AddToWishList
“We make a living by what we get, but we make a life by what we give.”
– Winston Churchill
(the cube, not the rover)
Loved this little piece. Just goes to show that you never f u l l y know what’s going to work out.
“If you’re not going through regular brutally honest product reviews with an outside perspective, you’re doing your product a disservice”
I like Armando, he’s a nice guy. Read this piece in which he talks about Halo 4.
Amongst other things, he hits on a key point, that ‘it’s the player’s game’.
image by vivek jena