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.
This first draft works as the underlying structure for my world design paper. Here I examine how I would like to frame my discussion and address the influence of Himalayan architecture in games.