RSS

Tag Archive | "Game Essays"

Flower: A Dad's Expirience – Aesthetic

Thursday, March 12, 2009

2 Comments

Flower: A Dad's Expirience – Aesthetic

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...

Problems with Prince of Persia One Last Time

Saturday, February 28, 2009

2 Comments

Problems with Prince of Persia One Last Time

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...

The Proposed Story Arcs for Prince of Persia

Wednesday, January 28, 2009

3 Comments

The Proposed Story Arcs for Prince of Persia

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...

Thematic Relevance of the Vignettes in Prince of Persia

Friday, January 23, 2009

4 Comments

Thematic Relevance of the Vignettes in Prince of Persia

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...

The Failure of Prince of Persia’s Story Structure

Friday, January 16, 2009

6 Comments

The Failure of Prince of Persia’s Story Structure

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.

Continue reading...