Category Archives: Game Design

The Aesthetic of Movement

Shadow of the Colossus is a game that excelled in its simplicity. Only last week did I finally complete the game, and I could say that I never expected the experience that it provided and the knowledge that it imparted … Continue reading

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Why I don't like Red Faction Guerrilla

Red faction Guerrilla is a simple, fun shooter with an excellent destruction engine. I’m glad I got that out of the way, let the vitriol commence. If there’s one thing that annoys me, it’s when a game promises me the … Continue reading

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ScOA 5: The Sound of Silence

In that mysterious epiphanous, hour of the morning in which logic stays in bed, and sensibility takes the midnight train going anywhere, I was struck by a second thought, or more so an illusion. See, somewhere in the deep folds … Continue reading

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ScoA 3: The designers' Fallacy

I’ve been thinking recently about the kind of games that I think I would make well, and the thought of genre specificity continued to float to the top. I don’t play as many RPGs as a lot of my friends, … Continue reading

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SCoA 2: In the darkness

Okay, so I promised myself that I would wait until next week to write about this, but I’m in a writing mood. Take advantage of that. Twas a dark and stormy night, last moon and I was awakened from my … Continue reading

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Fear the worst: The importance of bad endings

This thought has been rattling around in my infernal brain machine for some time, and surprisingly not just as a side effect of playing far too many games that have arbitrary moral choices that end as you become an ethereal … Continue reading

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When Worlds Collide – The FPS/ RTS hybrid debate

This morning I was browsing through the list of games that would be coming soon to steam, and by complete accident stumbled upon a game called Nuclear Dawn. The game was all alone on the third page, innocently twiddling its … Continue reading

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HUMOUR: Shadow of Insomniac – The power of funny in games

Fresh off the slate of finishing Ratchet and Clank Future A Crack in Time, I stopped and thought just how much I found myself laughing throughout that game, so I figured, hey why don’t I write about humour in games. … Continue reading

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The "One page game design philosophy"

I’ve been thinking a lot lately about methods of game design for more interesting, simple flash games, and this is when I had a moment of inspiration after sitting around in the hot sun of a car par for an … Continue reading

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In Retro Retrospect of Borderlands, Some kind of half arsed journal

I know it might sound as if I’ve beaten this horse as much as I have stalker here, but I think I’d like to add a few comments with a severely less hype-minded approach here. At the moment, I’m around … Continue reading

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