Videogames – too much fun for their own good?

As a medium videogames have been kidnapped by their easily-achieved engagement. Simple gameplay is so much fun on its own that storytelling has never been needed in order to draw an audience. Compared to films, the element of storytelling is seldom elevated in videogames. Is it time for a walk down that lesser-known path, leading to better narratives in videogames?

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Thoughts On Inside and Playable Stories

It is easy to view Inside (2016) as “just” a puzzle game with nice graphics. Many seem to overlook how incredibly good the game is at letting you play a story. Inside manages to craft an engaging narrative through gameplay in a way that few other games do. I think this is quite the accomplishment, and I’ve seen way too little written about it. The playable story is what I love about Inside, so it’s what this essay will be all about.

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How We Hire At Frictional Games

Now that we’re in the process of hiring a new gameplay designer / programmer, it feels like a good time to talk about the hiring process here at Frictional Games. We’re a small company, so don’t hire tons of people, but we’ve still taken on quite a few over the years and have constantly evolved our strategies for doing so. Hopefully this article will be of help both to people who intend to hire others, and for those who want to apply for a job (with us or with anyone else).

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GDC 2016 Lecture Resources

On Tuesday next week I will be giving a lecture named “SOMA – Crafting Existential Dread” at GDC. This post will serve as a repository for more in-depth information on the information presented in that talk. I will also try and write a text version of the talk some time after GDC and if/when I do so, I will put a link to that here.

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