Posted in August 11, 2010 ¬ 8:22 pmh.Craig Stern
Speak of the devil: Kieron Gillen of Rock Paper Shotgun has written up a fascinating analysis of the purpose behind Starcraft 2’s largely empty player choices: Heroic lead characters rarely make mistakes in fiction – at least, crushing ones. The exceptions come right at the start of a story, and the story is about recovery […]
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Posted in June 12, 2010 ¬ 3:24 pmh.Craig Stern
Jeremy Signor has an interesting editorial up on bitmob about what makes choices meaningful in an RPG: Many modern designers fall into the trap of choice for the sake of choice; they try to make the game meaningful with something that doesn’t change the experience much. Infamous exemplifies this in a particularly egregious way with […]
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