Category Archives: Game Design

The Melancholy of Bayonetta

I finally got around to playing Bayonetta but I have to admit I’m pretty disappointed. I loved the media related to Bayonetta. How shamelessly over the top and tongue in cheek it seemed to be. But then we finally get to the gameplay and all that built up personality and character feels shattered by the […]

The End of Linearity? A Review of The Path

Playing through The Path, I began to wonder what it was that was so enthralling about it. How I could spend an evening accomplishing little but still enjoying the simplicity of wandering around an unending forest looking for “something?” I realized something wonderful: Despite blindly running off into the woods, I never once felt lost. […]

Two Demos, Two Frustrations

I would love to be excited for Force Unleashed II, however, after playing II’s demo it seems the second game hasn’t really improved upon the first at all in terms of the general quality of experience.

Let Me Steady That For You

Auto aim in shooters. A helpful tool not used nearly enough.

A Balanced Battle System

The condition: Certain moves are more powerful than others. The problem: The player will try to use these more powerful moves even in detrimental situation. The solution: Make no single move more powerful than others.

To counter, or not to counter. That’s the limitation of your combat system.

The limitations of combat systems often stand in the way of the player’s enjoyment. I see Batman’s combat system as the first real move, in modern times, toward a combat system that might one day be limitless.

Desert Mountain Mines (Little Big Planet)

Check out my new Little Big Planet level, Desert Mountain Mines, username Chetim.

New Design Content

I’ve added a quintuplet of game designs to my list of Personal Work in the Design section. The overarching theme to them is quick, small, and stirring games. Whether they’re on a web browser or the iPhone, I think any medium can deliver a unique and moving experience. I’d like to prove that hypothesis some […]

The Player as the Final Ingredient

What is the value of text in games? Well, it requires the player to internalize things, to apply their own imagination and judgment into recreating the subject of the text. The creation of a world that provides opportunities to encounter such content is key to creating a solid base that can draw in the player’s imagination.

Emotionally Deep Fists

Can combat be as deep as dialog? The end goal should always be to attach the player to the actions on screen. I feel a large shift on combat conventions could help refresh the genre right about now.

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