Tagged: Mechanics

The Particle Trilogy 1

The Particle Trilogy

As a little break from Caper Corp., I finished a making a new video game this weekend. This one is called In the Wind. Much like Balance and Doubt, In the Wind’s entire visual style is driven by particle effects. Well 2D text too, but that’s only because making particles to represent text looked ghetto at the size I needed the text to be. In the Wind brings an end to the particle trilogy style of games I started back in December. This game would have been completed back in January or so, but unlike both Balance and Doubt, In...

Game Design Roundtable 1: The Death of Death 8

Game Design Roundtable 1: The Death of Death

Round Table Topic There has been a slow and steady progression of the role that death plays in video games since the days of Ghouls and Ghosts and Super Mario Bros. No longer are most games tied to the old tenet of providing a player with an arbitrary number of lives, typically three for some reason, before the player is sent back to a previous spot in the game. This was a particularly brutal practice back in days of arcade games (which the aforementioned Ghouls and Ghosts and Super Mario Bros. were no doubt influenced by) where the goal is...

Game Design Round Table 0: No More Health 8

Game Design Round Table 0: No More Health

Over the last couple of months I’ve been nurturing an idea to hold a sort of casual attempt at a game design round table where I (or another organizer) would present a topic (and some basic information and potential arguments) to a group of independent or professional game designers. Everyone involved would then be let loose to sound off on their opinions on the topic at hand, argue with each other, and so on. The goal was to provide a format and location that would encourage designers to discuss topics in game design intelligently and thoroughly throughout the duration of...

No More Mechanics 4

No More Mechanics

Last week I lied a little. It is likely that there will be no more Mechanics articles in the future or, if there are some, they won’t be on the weekly basis that they have been lately. I do plan to continue writing a weekly article of sorts, but I don’t really want to limit the scope of topics to game mechanics as I’ve past up some interesting topics (interesting to me, at least) in order to fit the goals of the column type. One of my favorite ones, the Far Cry 2 one, wasn’t really even a valid entry...

Mechanics 7: Heart of Darkness (Far Cry 2) 12

Mechanics 7: Heart of Darkness (Far Cry 2)

I just got another mission from the unnaturally quick-speaking warlord of the African UFL — one of two warring factions in Far Cry 2 — when one of my buddies gave me a call on my cell phone telling me to meet them if I wanted to make my mission take twice as long as it would if I simply followed orders at no real additional benefit to me. I guess I could just do it, though. I mean, my buddy Nasreen is, apparently, one of the only two women in all of Africa. It wouldn’t hurt to endear my...

Mechanics 6: You’re the Hero Now, Dog 4

Mechanics 6: You’re the Hero Now, Dog

Ruff, ruff! This quote comes from one of the only, if not the only (aside from Half-Life 2’s Alyx Vance), video game companion that never becomes annoying or troublesome to gamers. One of the most recurring problems in any video game is that of trying to create a companion in a video game that can tag along with a player character’s exploits throughout a game in a fashion that is not only realistic but, more to the point, doesn’t require constant babysitting to avoid the common video game companion pitfalls of getting stuck, going the wrong way, or committing suicide...