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gausswerks: design reboot: Arkham Knight and the AAA Vignette Problem

http://designreboot.blogspot.com/2015/06/arkham-knight-and-aaa-vignette-problem.html

Saturday, June 20, 2015. Arkham Knight and the AAA Vignette Problem. Saturday, June 20, 2015. What I am calling the vignette problem is when so much skill and attention is paid to portray or evoke an uncommon scenario, it overshadows the actual experience of the game. Needless to say, things do not go well for everyone not-Batman in this clip. We realize that the entire scene is merely to set up another moment of chaos unleashed on the city by a villain, a wrong that Batman will right. Particularly in th...

designreboot.blogspot.com designreboot.blogspot.com

gausswerks: design reboot: June 2015

http://designreboot.blogspot.com/2015_06_01_archive.html

Saturday, June 20, 2015. Arkham Knight and the AAA Vignette Problem. Saturday, June 20, 2015 1. What I am calling the vignette problem is when so much skill and attention is paid to portray or evoke an uncommon scenario, it overshadows the actual experience of the game. Needless to say, things do not go well for everyone not-Batman in this clip. We realize that the entire scene is merely to set up another moment of chaos unleashed on the city by a villain, a wrong that Batman will right. Particularly in ...

designreboot.blogspot.com designreboot.blogspot.com

gausswerks: design reboot: September 2012

http://designreboot.blogspot.com/2012_09_01_archive.html

Friday, September 21, 2012. Legacy skills through the Looking Glass. Friday, September 21, 2012 11. I didn't know what he looked like either. To a late 90's Looking Glass fan, the following quote from an interview about Dishonored would seem perfectly ludicrous:. Http:/ games.on.net/2012/09/dishonored-interview-arkane-on-stealth-ai-player-choice-and-much-more/. Is that something that you find people doing? I expected the clues to be a bit more vague. Did you find this doing playtesting? People would just...

designreboot.blogspot.com designreboot.blogspot.com

gausswerks: design reboot: April 2012

http://designreboot.blogspot.com/2012_04_01_archive.html

Sunday, April 29, 2012. Sunday, April 29, 2012 8. When talking about independent game development, the question of names comes up a lot. Names for projects, names for companies, names for engine tech and so on. Since nobody asked me, here's how I feel about the question: it doesn't matter. That's not true; in fact, "it doesn't matter" nearly always pains me as an answer to a question as it's a thoughtless response. It matters, but I will argue it matters far less than people think it does. Maybe this is ...

designreboot.blogspot.com designreboot.blogspot.com

gausswerks: design reboot: April 2010

http://designreboot.blogspot.com/2010_04_01_archive.html

Thursday, April 29, 2010. Open world issues Part 3: trust and the player-driven narrative. Thursday, April 29, 2010 23. As with the other two articles I hope that in identifying shortcomings in game design principles, in asking the right questions, I will have answers worth considering. If we are to commit ourselves to greater player agency outside the bounds of movie-styled static content delivery, then we may find ourselves looking around for something to do. I do not criticize GTA's increasing emp...

designreboot.blogspot.com designreboot.blogspot.com

gausswerks: design reboot: February 2010

http://designreboot.blogspot.com/2010_02_01_archive.html

Friday, February 12, 2010. Level Design Primer: Notes on Playtesting. Friday, February 12, 2010 11. Playtesting is like working out- you can go a long time telling yourself you don't need it, and then when you finally get around to doing it it will hurt so much you'll probably stop again for too long. But resist the temptation to quit. Understand that testing is an inextricable part of good design; what you're making is for the player after all. You Are Not Your Work. While I've found this kind of profes...

designreboot.blogspot.com designreboot.blogspot.com

gausswerks: design reboot: Dog name theory

http://designreboot.blogspot.com/2012/04/dog-name-theory.html

Sunday, April 29, 2012. Sunday, April 29, 2012. When talking about independent game development, the question of names comes up a lot. Names for projects, names for companies, names for engine tech and so on. Since nobody asked me, here's how I feel about the question: it doesn't matter. That's not true; in fact, "it doesn't matter" nearly always pains me as an answer to a question as it's a thoughtless response. It matters, but I will argue it matters far less than people think it does. Maybe this is al...

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