Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Saturday, September 7, 2013

Let's Play Finale

I know you're all just on the edge of your seats waiting for my next bit of serious content to be released. I know I'm setting the suspense pretty high by taking so long. The thing is, I've been really busy lighting the ugly looking houses in my city on fire so that they can have a beautiful sendoff of gracious flame before being replaced with something more aesthetically appealing... Also school. I've been doing that too.

Anywabork, recording this let's play didn't take much time or work so I'm glad I had it to help keep some form of content going.


    --LazerBlade

Saturday, August 31, 2013

More Let's Play



I hope I'll have a decent music/comic buffer together by the time this LP's run finishes.

    --LazerBlade

Saturday, August 24, 2013

Abuse

So I've been talking a lot about Abuse both online and IRL. It is really interesting from a number of perspectives, and there is a lot to say about it. After mulling it over, I came to the conclusion that covering it on this blog would mean the start of a multi-part series, and I wouldn't be able to point some things out as well without actual gameplay footage. I eventually hit up my friend CyberCrash and sat down for a let's play.



I'm not guaranteeing to see this game all the way though, but if we keep coming up with stuff to say and people are interested, we might.


    --LazerBlade

Saturday, August 3, 2013

Hotline Miami And Story Games

Any cursory exploration of my game analysis/design content should reveal that I am really into artsy story games. I like a game where you have a reason to be doing what you're doing, and I don't have a lot of patience for games with a pretentious storyline or hours of filler gameplay devoid of context. This is an interesting thing about Yahtzee's triangle. It's not just about how games are balanced, but how people's tastes are. I like context above most else in a game, and you've probably heard me ranting about how game X had a dumb story, or game Y had repetitive gameplay, but none of those personal partialities keep me from really digging Hotline Miami.

Saturday, July 27, 2013

Direction In Game Design

When I was a kid I started several novels. I managed to finish only one of them, and that by gluing together several different pieces of writing I had done separately. I didn't fail because I couldn't handle the level of writing or storytelling required, and I didn't fail for lack of creativity. I failed because I would start and write half of a novel without knowing why. Once I was halfway through and directionless, the realization would hit me that everything up to that point had been nothing more than a bunch of disconnected ideas that I thought would be cool.

At this point, traditional wisdom dictates that I draw a connection with the reader by asking the question, "What does this have to do with game design?"

Tuesday, July 23, 2013

Why I Don't Love Fallout

I know it's not Saturday, and I know I've been inactive for weeks. I've been, like, busy, okay? I don't care about trying to stick to a set of specific set game analysis concepts to discuss anymore. I'm going to write about what I like, gun blammit. Maybe that way the content will somehow get less sporadic and stop bleeding to death.

Ahem.

So I've played a ton of Fallout: New Vegas. It scratches a few of my videogame itches really well. While it gives me a massage and provides me with mugs of melted dark chocolate to slurp. I definitely love the strategical aspects and the character building. I love exploring a big world full of interesting characters and choices. I love roleplaying different characters and having them all deal with these choices differently. I love the atmosphere, aesthetic, and depth of the game. But I don't like the original Fallout.