So I just finished Bioshock Infinite and I feel I need to write something about it. There is a lot that is really good about the game, but the way it all comes together seems like a wasted opportunity. This does not mean it is a bad game, far from it.
GDC 2013 Talk
I just finished cleaning up the script for the GDC2013 talk.
Puzzles and Causal Histories
In the last post I brought up a few reasons why puzzles should not be dismissed. In this I will bring up another one: making the player feel as an active force. I refer to this concept as having a causal history. My hope is that it provides a new way to view and evaluate puzzles.
Puzzles, what are they good for?
I recently came a across this article from AdventureGamers about puzzles, and it got me thinking. The article covers the different ways in which puzzles have been swapped for other activities over the years, something that I am very interested in. There is so much great about adventure games that just seem to be held back by their puzzles. It always seem that they break the flow of the experience. I find that many adventure games are more engaging to play when you have a walkthrough close at hand. Of course, consulting a guide has it own share of problems, and is far from an optimal way to play. Some other solution must exist.
Amnesia: A Machine For Pigs Status Update
Amnesia: A Machine For Pigs reached a major milestone last week when thechineseroom sent us their final version of the game, representing over a year’s worth of hard work. But don’t get too excited just yet!
Goals and Storytelling
Let’s talk about goals in storytelling games. Not really the far-reaching “save the princess” or “kill the evil dude” kind of goals, but the local and moment-to-moment goals that face a player throughout the experience. I have sort of touched upon this in the scene-approach to high level story telling story design post, but want to discuss it a bit further. I think this is another major reason why there still a need for either violence or puzzles to drive the story forward. The reason being that the player does not know what they should be doing otherwise.
High-Level Storytelling Design
I recently started to play the demo for the upcoming adventure game Primordia. I really like the art-style, the setting, themes and the characters (perhaps with the exception of a somewhat annoying companion). Despite this I am finding myself not being that engaged when playing it. The main reason for this is that the game is in a very traditional point-and-click form, which means that it is mainly all about solving puzzles. Despite some good design and an in-game hint system, its gameplay back-bone is holding it back.
Amnesia: A Machine For Pigs Halloween Teaser
We want your fear. Record your screams, your whimpers, your blood curdling shrieks of terror and you could star in Amnesa: A Machine for Pigs.
Halloween sale, one week of horror
Amnesia & Penumbra are now available for as little as 5 USD! That is 75% off the regular price. You can get the games from our store and various partners on and off during the next week or so.
Humble beginnings of the HPL Engine
I recently stumbled upon some really old videos with gameplay tests in the HPL engine and decided they would be fun to show off. This was not our first foray into 3D first person horror (Unbirth was), but it was the first time the the HPL engine was used. All of these are gameplay videos are from a student project then know as “The Hatch” and later became the “Penumbra Tech Demo”.