An interesting article came to my attention today about the Big Triangle. For those who don’t know the Big Triangle is a concept that Scott McCloud explains in his book Understanding Comics. I highly advise reading the book. The link below is the translated post of the original. Here he surmises on the usefulness of … Continue reading The Big Triangle in Game Design
I haven’t got a full intro ready for this new andÂ hopefully weekly feature. Indie Game Spotlight is planned at the moment to be every Friday to highlight and inform you, the readers, about an independently developed game. That is a game not funded, designed, developed or otherwise made by a large studio, or in some … Continue reading Norwegian Wood
There have been plenty of games before that have had a vareity and widesread modding community. Some games have even opened up their engines and provided tools so that amatuer modders could delve into the system morre deeply and more effieceintly. Unreal, Half-Life, and Neverwinter Nights come immediately to mind. Now Uncharted 2 seems to be a console game to add such a comprehensive set of tools.
Coming out this week is the, smaller, cheaper model of Sony’s Playstation 3. Heavenly rumored and expected for most of the year and finally, officially announced three weeks ago. This is the week that in Japan and North America you can walk into a store and come out with the new version of the console.
So I was messing around the internet was I was passed this link. Video Games, specifically open world sandbox type games, have a notion of external architecture, but little to no internal architecture. Basically you see the outside to a lot of buildings, but you either aren’t allowed inside of them or into only some of them. One marketing bullet point on the game True Crime: Streets of NY that extolled the game on being larger than any before it by having at least one building a block be enterable.
Despite what the title might suggest I do not have the answer. I have no made a game nor do I market them. Yet.
What I do have is a link to an article that explains what can be done. Most games live or die on their marketing. In fact I’d say all games do so, including the big budget AAA titles.
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.