Gone Too Far - Part 6

Posted in Design Articles

AUG 19 2014 
Gone Too Far - Part 6
I LIVE AGAIN. And not a moment too soon, for today we get all official and learn how to document our game designs. Using some sort of.... document for designing games.

So, I've harped about game design documents at least once already, and even given a rough breakdown on their composition and why they're so important in articles past. Today, however, I hope to really get into the process so that you, the aspiring game designer, can have a structured first-time game design experience that won't drive you away from the process forever.

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Author: Space Lizard

Gone Too Far - Part 5

Posted in Design Articles

AUG 05 2014 
Gone Too Far - Part 5
Let's step back a bit and look at how we see the gaming world - literally! Today we look at some perspective styles and their implications on development, presentation, and gameplay.

Perspective (the actual mathematical concept, not the narrative tool) is something that's often overlooked in today's gaming culture. Indie games are almost always comfortable with the 2D platformer presentation, while anything big-budget will essentially be defined by its perspective (first person shooter, third person action, etc.) above all else.

As a gamer, you are probably aware that other perspectives exist, but they're mostly relegated to creating a distinct "feel" or "resemblance" rather than being a deliberately-chosen presentation style. Are we permanently stuck in this rut, though? Can we analyze the options and see what more our different viewpoints can offer than, say, "that game is isometric so it's probably a Final Fantasy Tactics clone"? And what considerations do we as designers need to make for playability's sake?

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Author: Space Lizard

Gone Too Far - Part 4

Posted in Design Articles

JUL 24 2014 
Gone Too Far - Part 4
Black and White has since turned into Red and Blue, thanks to videogames. Just how bad are morality systems in games, though? And is there anything we can do about it?

Good and evil. Light side and dark side. Renegade and paragon. Law and chaos. Anyone who's played a AAA title in the last ten years knows the basic gist of the "morality" system. And yet, any time a hint of such a system appears, we collectively roll our eyes in anticipation of another game's worth of obvious choices, system abuse, choose-your-own-ending finales, and maybe a split that enables either an aggressive playstyle or one full of defensive/healing powers. It's all very rote, even silly; and yet, it's almost a requirement for any sort of big-budget title at this point.

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Author: Space Lizard