This is the development log for my world design for the prototype The Old Ones.
Beautiful games require beautiful scenes – a vista that takes a player’s breath away as soon as they walk up to it. However, much like anything in 3 dimensional space, it becomes increasingly difficult to control what the player sees. How do you make the player see a beautiful or important piece of the game before moving on to discover the space?
Video games have a slightly strange relationship with dimensionality, where we are able to explore 3 dimensional space in a 2 dimensional medium. Before 3 dimensional engines, we were only able to explore 2 dimensional space on a 2 dimensional medium. However, this post looks at how video games can help us to explore aspects of the 4th dimension in the 2 dimensional medium.
I love Binding of Isaac, but I hate it. Apparently, that is the point – at least that’s what veterans of the game tell me I should feel. BOI brings together a unique blend of fun and frustration, one which make players want to throw their controllers against a screen but keeps players coming back. These properties make BOI a unique case study for looking at level pacing.
This blog post is a brief discussion about the principles of world-building. I am going to be taking a look at 1992’s Star Control II in relation to these principles and how they have been used to inform the creation game worlds.
First of all thank you all for your wonderful feedback, it has really helped me with going through and fixing my research. It is worth mentioning the value of getting a wide and diverse range of feedback, which allows you to see your own work from different perspectives. I have compiled a series of notes from all the feedback I received. I have not paid attention to proofreading as they are just notes for myself on issues that should be addressed:
This is not a blog post about The Stanley Parable. This is not a blog post about a blog post I wrote about The Stanley Parable. Instead, this blog post examines this game in terms of level design, rather than rehashing how it was not about The Stanley Parable and the Postmodern Metanarrative. This is really not a serious blog post, I was just having fun. If you want to read a serious blog post please click on the link above…