Tagged: emergent gameplay

The Caged Destruction of Bad Company 2 4

The Caged Destruction of Bad Company 2

Back when Battlefield: Bad Company 2 was in the early stages of its post-announcement period, the major feature of the sequel was “Destruction 2.0.” Which, really, is the kind of feature you’d find in a sequel to a game presumably utilizing Destruction 1.0. In an industry currently enthralled in the depths of iterative improvements on successful designs, I was expecting Bad Company 2 to just be more of what I dug about the original game, except now with its M rating I was also getting the in-world hit feedback (blood) that the Battlefield series has needed since its inception. And,...

Awakened in Africa 4

Awakened in Africa

I awake and find myself in an abandoned armory. All I can hear is the sound of a fly buzzing through the air. Occasionally, some other unidentifiable animals create a serene soundscape of yelps and caws in the background. Despite the complete lack of windows or portholes in the weapon dealer’s hut, I get the feeling that it’s sometime in the early morning. In an attempt to determine what I’m supposed to be doing, I bring out my journal. According to its pages, I am tasked with going to a chemical dump and finding a recipe for Agent Yellow. According...

The Loneliest Space Marine 5

The Loneliest Space Marine

Halo 3: ODST is about a group of Orbital Drop Shock Troopers that drop into allied territory to fend off aggressive, hostile forces and complete some secret mission under the veil of a general liberation of the city of New Mombasa. Due to a series of unfortunate circumstances, all of the soldiers get off course and land in varied parts of a large city, isolated from one another, and in the middle of an urban warzone. If this sounds like material borrowed from the historic exploits of the 101st Airborne when they dropped into Normandy, I’m sure it’s a complete...

Revisiting Halo 3 9

Revisiting Halo 3

Bungie’s original Halo, released for the Xbox in 2001, was a landmark console game. Aside from giving Microsoft’s freshman entry into the console arena a system seller and a uniquely Xbox cultural character, Halo was the best first-person shooter to be released on a console since the days of Goldeneye and Perfect Dark. It had intelligent single-player gameplay consisting of varied enemy encounters in open terrain, solid gunplay, support for 4-16 player local multiplayer, and a perfect control scheme and input response. When Halo 2 was released three years later (with an astonishing increase in visual fidelity over Halo), the...

Economy of Fun Gets Read to You 1

Economy of Fun Gets Read to You

IndustryBroadcast.com is a site spearheaded by Ryan Wiancko with the goal of putting a number of articles written by game industry professionals and contributors into an audible form. It’s an interesting idea and one that appears to be getting a bit of attention as the site gets more and more content put into audio. Anyway, “An Economy of Fun” is now in audible form (read by Ryan Wiancko). It’s kind of weird listening to someone not-me read something by me.

An Economy of Fun 0

An Economy of Fun

The average video game, as it is thought of by both mainstream culture and even most gamers, is a heavily-authored gameplay experience with a discrete beginning, end, and climaxes strewn haphazardly about. At this point in the life of the video game, gamers are essentially conditioned to think of games as self-explanatory adventures with a very specific premise, purpose, and linearity. On a fundamental level, the way that gamers approach progression and purpose in a game like Call of Duty 4 is the same way that gamers did back in the mid-1980s as a pudgy plumber tasked with saving a...