Before continuing to dig deeper into the world of puzzles, I would like to clarify a thing from the last puzzle post: When I said that I thought puzzles were the best way to have as core gameplay in a horror game, I did not mean that it excluded all other kinds of gameplay. I rather meant that the basic design was based on puzzles and that other mechanisms are there as extras.
Horror Tip: Dear Esther
This horror tip is quite fitting with last post’s discussion on what makes a game. Dear Esther is pretty much a first person game without any gameplay and only based an a fragmented narrative.
Puzzles in horror games Part 1: Why are puzzles so suited for horror games?
This post will be the first in a series concentrating on puzzles in games, with special focus on horror games. To start this up I would like to discuss why puzzles are needed at all. Is it really necessary to have puzzles in game when it might detract from story, immersion, etc?
Horror Tip: The Awakening
Time for another work of interactive fiction and this time there are some puzzles to be solved as well. The game is pretty simple though and also comes with a nice help system making it a good beginner game.
Briefly Being Frictional
In this blog post I am going to give a very brief overview of our “business model”. Hopefully it will be interesting to see how we run the company and how we manage to pay salaries and such.
Horror Tip: All Alone
Going to start of a new, hopefully, weekly feature on the blog called “Horror Tip”. This will be tips of lesser known games, books, movies, etc with some kind of relation to horror. Hopefully it will give you all some entertainment tips! First out will be a small game called “All Alone”.
Obstacles continued
In this post I would like to expand on some of the things that where brought up in the last post on obstacles. I am going to go through some of the steps involved in coming up with an obstacles and problems encountered.
The problem with obstacles
Even though freedom is something of a buzz words these days in games, most games needs to restrict the player somehow. This is especially true for various types of adventure games where the player must be guided along a story path. In this blog post I will call these restrictions “obstacles” and will briefly discuss the various design problems connected with these.
The Thank You Post
This year began pretty well for us, things were looking good and the future of 2009, 2010 was planned. Then due to the normal unfortunate events in this unstable business we found ourselves in quite a pickle.
Maps with s-tile
This post was meant to talk a bit about the Level Editor, but first I need to tell you about something you might not know… and it’s called tilemapping.