Recently BioWare responded to the outcry for a more complete and comprehensive ending to Mass Effect 3. Most people appear to be satisfied with this new iteration, but there are still suggestions that the new ending remains inadequate because it's just a series of cinematics with a voiceover. Taking previous games into account, though, it's always been apparent as to what the new revision would be, and using the game story analysis skills...
Video games in recent years have seen a trend toward greater depth in story development. Gaming has become more about immersion in a different world as technology advances and for most gamers this is best accomplished with a deep and encompassing story. While the gameplay mechanics of the Assassin's Creed franchise, or games in the Elder Scrolls universe (which we made even more...
"I have to kill the injured -- how could I kill my own wife?" pleaded Haedrig, the town's stereotypical blacksmith whom I'd just met -- his voice was melancholic and filled with fear; his wife, having been injured by one of the interloping zombies, was now condemned to death to prevent spread of the disease. My character interjected: "She'd want you to do it. Here, I'll help you." Well, that's probably not what I'd say to someone I'd just...
Cyberpunk and dystopian settings have long been a favorite of mine, ever simulating a Tron-like (the original, not the other one), high-stakes, all-out cyber warfare between factions which have been cybernetically altered or otherwise digitized. With the existing contenders in this market aging, like the Source mod...
I don't want to save the world. Not only am I desensitized to the world-threatening drama found in many games by the plethora of films that tackle the subject, but the world surrounding my in-game character simply isn't my world. I haven't assimilated it yet, and without any collateral to save this world I've never learned about, I can't really be bothered to feel attached. Better games will try to establish an emotional...
The following is what will be an ongoing journal from my character's perspective from my journeys in Skyrim; I have elected to play the game in what I've dubbed 'hardcore mode,' with the following restrictions: No fast traveling allowed. If I die, I make a new character (this forces me to play VERY carefully). No leveling up unless within a town. I will not use...
By using the lyrics of Iron Maiden's "Dance of Death," we help guide you through the process of creating a bard character that is horrified of dancing. The bard that doesn't dance -- how did that happen, anyway? Read on to find out. Fans of our level design series probably recall the first of the
Gary Gygax's name may unearth your well-founded fears of the omnipotent super-being, the creator of all RPGs as we know them, but he is not the only one who can do it. It is true, though - our favored designers are the exalted pinnacle of fluidity and quality control, and the fact that a single name can evoke emotions so humbling is baffling. Gygax indeed set the standard for us today, whether you're a tabletop gamer or not, and his work...
It seems like everyone wants to get their dirty, stinkin' hands on our maps these days. A product whose real world counterpart is threatened by the GPS, video game maps are going the same direction: "Hey, you're doing that quest with the rats for me, right? Let me just put a dynamic, clickable, fast-travelable button here for you. There you go, right there. Yes, you haven't been in that region before -- just click the button, no need to...
Our new level design segment received such great traffic and feedback that I've decided to write a new piece, but don't fret, I will soon do a follow up of the Level Design Through Lyrics column. For this article, I am setting my sights on an old phenomenon...
Level design is akin to writing: eventually, the creative flow of ideas is impeded by some form of 'block' (level designers block, perhaps?). I've done a lot of level design for video games (
"I have a constant fear that something's always near." -Iron Maiden Whether you’re trapped in a dark elevator shaft, cornered near an air duct, or just plain surrounded by zombies, only a handful of game designers have stimulated that dark-fearing,...