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Mar 18

Designer Weekly March18

A weekly roundup of articles of interest to the design contingent out there.

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Koster on QTEs.

The ‘surprise!’ QTE is the one I despise the most.

Ones that don’t appear until the final boss or just the last 1/3 of the game often feel cheap too- or to be more precise, they feel like a disservice to the player to have them refine their skill of a mechanic throughout the game only to have them have to accurately perform a different skill to proceed/complete, and it’s compounded when it doesn’t fit.

I liked the QTE multi -stage knife fight at the end of Turok, it worked. After plasma guns, rocket launchers, helicopters and so forth the up-close-and-personal matched well. Similarly the 1 button extended mashing at the end of COD:MW2 took the Gervais approach and used that time required to reflect the difficulty of the task Soap was performing.

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“Some game ideas are like a fire in your brain. Like falling in love. You can’t focus, sleep, etc.”

- @SolomonJake

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Making Mistakes

A short, humorous tale that many a new level designer could relate with.

 

Think of backups as Horcruxes for your data.
- @celsiusgs

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“We don’t have to beat them over the head with bricks just so they’ll pay us to stop beating them.” Good article on the framing of the new audience and how they play games, tied in to a personal story. Do read the comments.

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“If hard work is the key to success, most people would rather pick the lock.”

-Claude McDonald

…such a neat quote that encapsulates many aspects of play experience. Story writing is important, mission scripting is important, but you better believe balancing is one of the toughest and most responsibility-laden tasks a designer has to do.

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image by Admeril Crunch