Posts By Michael
Developer Naughty Dog might have missed an opportunity by choosing to make a grizzled survivalist the main playable protagonist in The Last of Us.
Thursday, February 16, 2012 |
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To say that good writing is the future of video games is, I think, a bit sort sighted. Video games have generally had relatively good writing, which has really gotten only better over the years. But the future of the medium is not in good writing, but in good storytelling. This may sound like splitting hairs, but it’s an important subtlety.
Tuesday, February 07, 2012 |
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To What End, a game made during the 2012 Global Game Jam, demonstrates how the use of an abstract presentation allows the player to create a unique, personal story and meaning.
Friday, February 03, 2012 |
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Ever wonder why Little Mac is so little in the NES version of Punch-Out? Surprise: The game's actually doing you a favor.
Friday, January 27, 2012 |
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We sometimes don't realize how simple game design decisions can affect how we play a game. I take a look at three popular action game franchises, and show how something as simple as a scoring system tied to the combat can influence the player in different ways.
Thursday, January 19, 2012 |
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The system at face value may seem like it's merely there to play to the psychological appeal we have to see numbers going up, and see flashy graphical elements that make us feel that we are doing something good. But rather it causes the player to look at the environment, and approach combat in a way they likely wouldn't have without it in place.
Tuesday, January 17, 2012 |
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With so much talk about FarmVille, I decided to give it a try and see what so many people are playing it. After playing for two months I think I've managed to ascertain three things that draw people in and keep them playing this game, and spending money on virtual items.
Monday, June 14, 2010 |
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Red Dead Redemption stars two John Marstons: the one that Rockstar created and controlled, and the one that the players create for themselves within the game. Rockstar's John Marston exists in the cut-scenes and in-game dialogue, while the players’ John Marston fills the many moments in between.
Thursday, June 03, 2010 |
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At GDC 2010 Bioware's Armando Troisi spoke about objective and subjective storytelling in video games. Specifically, about how most of Bioware's games are subjective stories, while the Mass Effect series is objective.
Thursday, April 29, 2010 |
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Tuesday, June 09, 2009 |
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