Kill Screen - Review: L.A. Noire
june 2011 by infovore
"Cole Phelps has no health bar, no ammo count, and no inventory. He doesn't write journal entries, and has no safe house or property. He doesn't eat, doesn't sleep, doesn't smoke or drink or sleep around or go out with his friends. I have seen nothing of his wife and children, his passions, his hates or his desires. He walks into a crime scene and barks his introductions like a dog, rude and abrasive; petulant and bullying. He carries himself like a child playing dress-up, weak-chinned, pale, and aimlessly angry. Cole Phelps is kind of a prick.
But when I look at what's going on around him, I can't really blame him. What to make of this Truman Show-esque existence, this vast, toothless city? If I were trapped in such a purgatorial nightmare, I'd probably behave badly, too." This is good, and expresses in poetic and critical terms one of the many reasons I just don't care about LA Noire.
killscreen
lanoire
criticism
review
videogames
openworld
hollow
But when I look at what's going on around him, I can't really blame him. What to make of this Truman Show-esque existence, this vast, toothless city? If I were trapped in such a purgatorial nightmare, I'd probably behave badly, too." This is good, and expresses in poetic and critical terms one of the many reasons I just don't care about LA Noire.
june 2011 by infovore
What do we mean when we say non-linear? « Digital Kicks
september 2009 by infovore
"I’m not arrogant enough to believe these terms will catch on but I might start to use them just for shits and giggles. But perhaps the next time you hear someone mention that X title is linear or non-linear, before jumping down their throat ask yourself “What kind of linear are they actually talking about”."
games
interactivity
nonlinear
freedom
openworld
september 2009 by infovore
Rock, Paper, Shotgun: Bumblebird vs Man-Man » Some Stuff About Open World Games
july 2009 by infovore
"So to come full circle with the sense of dissatisfaction with open world games: I think the way we experience them, by comparison with linear games, says something about how our gaming imagination functions. We seem to understand that when linear games point us in a certain direction, that’s the way to go. When an open world game appears, its very structure suggests something about how we should behave, or want to behave, and predisposes us to judge on the basis of how it entices us to go somewhere that the game itself hasn’t suggested, and on how it then deals with that action." Jim on open-world gaming.
games
openworld
jimrossignol
rps
writing
july 2009 by infovore
Rock, Paper, Shotgun: The Force is The Method » Fuel: Around The World In Eight Hours
june 2009 by infovore
"I was, instead, going to see what it would take to drive around the world in a single sitting. It would have to be a single sitting because, without unlocking the game, I could not easily return to where I had driven to, or save my location. I was going to drive without the safety-net of a saved game, or even a checkpoint." Jim takes a tour of a properly big open-world; Fuel's not a game I'm very interested in for its mechanics, but the world always seemed interesting, and it's nice to have that confirmed.
games
fuel
openworld
narrative
jimrossignol
writing
exploration
june 2009 by infovore
Fullbright: The immersion model of meaning
november 2008 by infovore
"Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality-- the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide-- that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
stevegaynor
games
immersion
systems
mechanics
openworld
narrative
experience
freedom
meaning
november 2008 by infovore
The Brainy Gamer: Second thoughts
november 2008 by infovore
"But succeed or fail, my awareness of game design is omnipresent, and I like it that way. It enriches my experience of playing. The in-world experience remains my first thought, but my second thought is nearly always focused on the system, especially when that system demonstrates originality or beautiful execution. I don't think I'm the only gamer who behaves this way." No, but it requires a certain degree of awareness of the medium to think about the second; the first is much more immediate, and the second is about an engagements with games, rather than a particular game.
games
fallout
openworld
choice
freedom
design
narrative
november 2008 by infovore
Far Cry 2's slow burn | Procedural Dialogue
november 2008 by infovore
"Far Cry 2 doesn’t so much attempt to define a memorable experience and effectively communicate it to the player as it does to define a set of rules and an environment in which memorable experiences are likely to happen, letting the player loose in that world." One of my favourite pieces of writing on FC2, if only because it captures the nature of the game so well.
farcry2
criticism
games
emergent
openworld
november 2008 by infovore
GameSetWatch - Opinion: On Far Cry 2's 'Slow Burn'
october 2008 by infovore
"...the game tries to define a set of rules and an environment in which memorable experiences are likely to happen, and simply lets the player loose in its world -- a fascinating prospect." This captures a lot of the great things about FC2 well, and in an even-handed manner. The lack of handholding is jarring, but the possibilities it opens up are wonderful. For a tense, hectic, genre, it's interesting to see an entry that's by turns soothing and surreal, amidst the malaria, bushfires, and wholesale slaughter.
games
story
narrative
play
emergence
openworld
farcry2
october 2008 by infovore
We Make Holes In Teeth: GDC 2008:: Slides for "Do, don't show"
july 2008 by infovore
Pat Redding is Narrative Designer on Far Cry 2. This is his presentation from GDC 2008, with full notes. It's very, very good: all about designing story in an open-world environment. Lots of detail. Designers: you need to read this.
games
narrative
storytelling
openworld
sandbox
presentation
gdc
farcry2
july 2008 by infovore
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