requiem-for-games.blogspot.com
Game Design and Review blog: April 2008
http://requiem-for-games.blogspot.com/2008_04_01_archive.html
Game Design and Review blog. Thursday, April 17, 2008. I for one welcome our new story overlords. From the drowning of suspected witches in pre-Reformation Europe to Star Trek's Kobayashi Maru scenario, no-win situations have been seen as a way to test one's character. When faced with disastrous loss, how does one behave? The paper admits that early attempts had little capacity for getting off-track and must have essentially been an exercise in getting the individual being trained to think through the pr...
requiem-for-games.blogspot.com
Game Design and Review blog: Assassin's Creed
http://requiem-for-games.blogspot.com/2008/01/assassins-creed.html
Game Design and Review blog. Wednesday, January 30, 2008. This continues in the tradition of 'stealth' games popularized by the Thief series, and then later by Splinter Cell, and perhaps Deus Ex if you squint your eyes. It appears medieval assassins belonged to an offshoot Muslim sect persecuted as infidels by other Muslims, and whose main quarrels were with them. Nonetheless the Crusaders played a big part in defining them, so I suppose they can be the "big bads" of this game. John A. Jack. Yeah, if you...
requiem-for-games.blogspot.com
Game Design and Review blog: February 2008
http://requiem-for-games.blogspot.com/2008_02_01_archive.html
Game Design and Review blog. Thursday, February 7, 2008. Systemic level design for emergent play– Harvey Smith at GDC. And otherwise usable items that are actually just part of the background is a great start at reducing those conceivable states. Especially when some ledges are graspable, others are walkable, and others just painted onto walls for effect (and instant death when you try to jump onto them). And why can the Prince pick up a fallen foe's saber, but not a bow? Wednesday, February 6, 2008.
requiem-for-games.blogspot.com
Game Design and Review blog: Interdisciplinary Analysis
http://requiem-for-games.blogspot.com/2008/04/interdisciplinary-analysis.html
Game Design and Review blog. Wednesday, April 16, 2008. Her paper on "Interaction, Narrative, and Drama" starts by examining various forms of filmic flow. Flow, of course, is that amazingly concise term that encapsulates that state of being absorbed at peak capacity in a task. Coined by Csikszentmihalyi in 1990, it has been found in. Subscribe to: Post Comments (Atom). I for one welcome our new story overlords. Pervasiveness and the Magical Circle. Autonomous Characters and Animation.
requiem-for-games.blogspot.com
Game Design and Review blog: Prince of Persia: Rival Swords
http://requiem-for-games.blogspot.com/2008/02/prince-of-persia-rival-swords.html
Game Design and Review blog. Wednesday, February 6, 2008. Prince of Persia: Rival Swords. Oh narrative ambitions. What will happen to you when we give computer characters goals and amibitions? Subscribe to: Post Comments (Atom). Systemic level design for emergent play– Harvey Sm. Prince of Persia: Rival Swords. Currently studying at SIAT/SFU and T.A.ing undergraduate courses. View my complete profile.
requiem-for-games.blogspot.com
Game Design and Review blog: Pervasiveness and the Magical Circle
http://requiem-for-games.blogspot.com/2008/04/pervasiveness-and-magical-circle.html
Game Design and Review blog. Wednesday, April 16, 2008. Pervasiveness and the Magical Circle. In the world of computer games, a player usually knows exactly when they enter the game world. The click of a certain icon, the animated splash screen, the opening theme music. However, in the real world, this has not always been the case. When Roger Caillois first coined the terms and ludus. He cites Goffman's categories to find three axes of definition for such objects:. Subscribe to: Post Comments (Atom).
requiem-for-games.blogspot.com
Game Design and Review blog: January 2008
http://requiem-for-games.blogspot.com/2008_01_01_archive.html
Game Design and Review blog. Wednesday, January 30, 2008. This continues in the tradition of 'stealth' games popularized by the Thief series, and then later by Splinter Cell, and perhaps Deus Ex if you squint your eyes. It appears medieval assassins belonged to an offshoot Muslim sect persecuted as infidels by other Muslims, and whose main quarrels were with them. Nonetheless the Crusaders played a big part in defining them, so I suppose they can be the "big bads" of this game. Thursday, January 24, 2008.
requiem-for-games.blogspot.com
Game Design and Review blog: Autonomous Characters and Animation
http://requiem-for-games.blogspot.com/2008/04/autonomous-characters-and-animation.html
Game Design and Review blog. Wednesday, April 16, 2008. Autonomous Characters and Animation. In a computer game, where dynamic behaviour is desirable - that is, the automatic performance of activities by a character - the next question becomes, how will that behaviour be portrayed? In each of these cases, Tomlinson mentions recent attempts to solve these problems, but his greatest success seems to be a thorough revealing of the problematic areas of dynamic character animation. View my complete profile.