Last weekend after a movie I sat my Dad down and started up Flower for him to try out. Now my Dad hasn't tried a video game since the mid-90s and those were the PC adventure games. We'd play them together. But given Flower's casual nature, simple controls and pleasing aesthetic, I figured he would get into it and I wanted a non-gamer's take on it.
Continue reading...Saturday, February 28, 2009
Why oh why do I do this to myself? I said that the last one would be the last one, but no. I go out to buy some chips late and I find myself thinking about concepts of the game design. My mind turns to something being debated now around Flower, most prominently over at [...]
Continue reading...Wednesday, January 28, 2009
I talked about how the story structure in Prince of Persia didn't work for me and how the various villains fit in the game's thematic consistency. Now I'm going to combine the two ideas. This may come off as a little dictating from on high, but oh well.
Continue reading...Friday, January 23, 2009
The servants of Ahriman are the thematic representation of their fall from grace and at the end of the game, a representation of the Prince. Each had a desire that could only be fulfilled giving something to Ahriman, in their case, their souls. However, like Faust, they find their wishes fulfilled, but empty.
Continue reading...Friday, January 16, 2009
The title pretty much sums up thesis for this essay. Prince of Persia has fallen to the trend of non-linear gameplay. It's the new buzzword in the market. That's all fine and dandy, and in the weeks up to its release even I praised the design as a merging of story and gameplay. However, now having played the game Prince of Persia has replaced Mirror's Edge as my most disappointing game of 2008. It has nothing to do with the gameplay. It has to do with the story and more specifically with the story's structure.
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Thursday, March 12, 2009
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