(Forget it, this is going up as is. – Eric Swain) My last post was really only the first half of a longer first draft I wrote on paper. When transcribing […]
October’s ’09 Round Table Entry – Denouement: The Gameplay Slowdown
Designer Denouements How can the denouement be incorporated into gameplay? In literary forms, it is most often the events that take place after the plot’s climax that form your lasting […]
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 […]
Prince of Persia’s Epilogue DLC – WHY?!?
I decided to not write on it immediately, get a good night sleep and and take some time to digest what Ubisoft has just done. I was angry last night […]
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.
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.
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.