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.
I did not come up with these myself, you have Matt Allmer of EA to thank for that. Reading them over they make sense when you read them, but it is easy to see how they can get lost in the shuffle. From a game critiquing standpoint you can articulate why something seems off or … Continue reading The 13 Basic Principals of Game Design