Josh Foreman has been working as an artist/designer in the game industry since '96, on projects including Descent 3, Alter Echo and Guild Wars. He also tumbles down stairs for fun.
Personal Art: http://scrybe.deviantart.com/
An examination and open question about difficulty spikes in Free-To-Play games
“Perhaps, in the nature of things, analytical understanding must always be a basilisk which kills what it sees and only sees by killing.”
C.S. Lewis ~ The Abolition of Man
The final –and probably unnecessary- part of an argument for minimizing cutscenes as story-telling devises.
Here are some ideas for taking the good stuff out of cinematics and incorporating them into the game world.
Can we find a way to take the goodies we get from cinematics and put them into the game world?
Our industry is relying on linear narrative breaks that undermine player Agency, which should be the cornerstone of our art form.
[News - 04/17/2014 - 04:01]
[Blog - 03/27/2014 - 01:43]
I believe what you are ...
I believe what you are describing is illustrated in the Flow channel diagram by the wave-like line in the middle. Yes, difficulty should never be a completely flat, linear line. But it 's also almost impossible to make that happen anyway I guess our disagreement comes down to how we ...
[News - 03/19/2014 - 06:28]
[Feature - 01/10/2014 - 02:00]
If I understand the concept ...
If I understand the concept of ethical F2P correctly... the idea is that when implemented properly the money you spend on the game is opt-in. You are essentially buying only the content you value. Unethical F2P is where the illusion of a full product is presented as free, but it ...
[News - 03/19/2014 - 12:38]
Me and two other 's ...
Me and two other 's are working on our first indie project and started in Unity since we could develop for free. But those thousands required to actually get the game on mobile devices is pretty dreadful for us. Looks like we 've got a big decision to make now. ...
[Blog - 02/26/2014 - 06:46]
I highly recommend checking out ...
I highly recommend checking out Brothers: A Tale of Two Sons. The end part does something with mechanics and 'story ' that I 've never seen before. Like your examples, it builds on the foundation of repeated actions that come before it in order to make you really FEEL the ...