Archive for February 1st, 2010

01
Feb
10

Designing Computer Games Is Hard

Snarky gaming article commenters are total bastards. I’m one of the worst bastards. Designing games is really, really hard! I encourage anyone that has ever ruthlessly criticised a game to actually sit down and plan step-by-step a game they think would be better, on any level. Its fucking difficult, we are such bastards to constantly deride these people (not that we should ever stop).

I’m in the midst of designing my first real game now (and by that I mean the first game I’ll finish), and even with heavy expectations I’m finding myself shocked at every step how fucking difficult it is. I can sum up the problem (or the demonic host of problems) designers face in one, ugly word:

Compromise.

Every single step of games design, and I mean EVERY step is a pain compromise. Any actual designers will be nodding their heads sagely at this point, I’m sure. Here is the problem folks, here is the reason All Games Are Shit ™:

Continue reading ‘Designing Computer Games Is Hard’

01
Feb
10

Beauty in Games

The New York skyline, The Grand Canyon, Mt Fuji, The Alps, The Acropolis, Cueva de los Cristales, The undergrowth of The Amazon Rainforest, Delphi (or the mountain path that leads to it!), the Tomb of Tutankhamun.

What do these places have in common? They are stunning to experience. More than that they are exciting – sheer drops, cliff-faces, dangerous dark passages, precarious paths   nature or architecture it its most brutal and constricting it is often at its most beautiful. This places excite the senses, spark the imagination, leave us with a sense of wonder. It follows that these are the most exciting settings for games too, right?

Well, no, not really. Not at all, to be honest,  the opposite tends to be the case. These sorts of locations are probably the most common in games, for obvious reasons. A restrictive environment that channels the player through a certain path but is still beautiful has always been the ideal choice for games designers. We’ve seen these sorts of settings time and time again – narrow passages, precarious mountain paths. Apart from when they are really, REALLY pretty (see Uncharted 2) these settings no longer excite us. A good explanation would be that this is just because they are so common   gotten used to pyramids and cliffs and tiny, ornate passages. They were fun the first time but now? We focus on whatever is meant to be going ON in these locations (normally dealing with whatever is trying to kill us – and generally killing it back). I have another explanation for why these settings are so impressive in real life – and in film, yet not in games.

Continue reading ‘Beauty in Games’




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