Game Design
gaming equivalent of the “show, don’t tell” rule is “do, don’t show.” In games, you want to keep players actively involved in th ...
included in the game’s manual, but these are almost never fundamental to the player’s understanding of the game’s plot. I would ...
take advantage of the strengths of their new medium. In some ways, games still suffer from the same problem, where established m ...
if one looks at the Space Marine inDoomor Gordon Freeman inHalf-Life, one will find no personality whatsoever. The reason for th ...
the player character is heard saying, “No no, that’s not what happened.” In terms of story these games really are more interacti ...
for this and one can hardly attribute it solely to the decision to make Jak talk, but making that change was not something that ...
and drives their game-world surrogate. The character they create in their mind will be one whom they like and with whom they wil ...
explanation for what it might mean. This may or may not be the explanation the writer originally intended, but what is important ...
This can sometimes make this technique unpopular with the cost accountants, who see the creation of such assets as wasted money. ...
teammates in an FPS environment, sprung the idea for the different teammates that would accompany players, and how each one of t ...
Marketing people and game reviewers in part like storytelling in games because stories are much more easily understood and discu ...
Chapter 12 Game Analysis:Loom.................. Chapter 12 Game Analysis:Loom ................... Designed by Brian Moriarty Rel ...
and draw you deeper into the story, not to frustrate you or increase the amount of time it takes to finish. Later on in the manu ...
the game, while at the same time making it considerably more elegant and easy to navigate. The game was developed using the SCUM ...
control it. On one level, this would appear to remove a degree of player interaction with the game. But, in the final analysis, ...
Indeed, in the excerpt from the manual included earlier, the text parsers of old are derided. It seems that Moriarty was ready t ...
displayed at the bottom of the screen. Below the distaff are a series of musical notes that correspond to positions on the dista ...
used in such a way that the puzzles are never overly convoluted.Loomis one of the few adventure games where, once a puzzle is co ...
ofLoom, drawing to a unique climax complete with a bittersweet ending. Along the way bits of the trademark, wise-cracking LucasA ...
frustrated when that character speaks lines of dialog they would not say themselves or performs other stupid actions.Loomworks a ...
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