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 - 07/27/2015 - 04:00]
[Blog - 07/22/2015 - 12:50]
Also, my comment is tongue ...
Also, my comment is tongue in cheek, but still bears on the design choices they made. I honestly can 't tell if your blog is in that same spirit or not. r n r nI will take a stab at guessing why they made the design decision to remove combat ...
[Blog - 07/15/2015 - 01:10]
[Blog - 06/22/2015 - 06:35]
[Blog - 06/03/2015 - 02:15]
Wendelin Reich: you 're overly ...
Wendelin Reich: you 're overly cautious to the point of doing exactly the kind of self-effacing 'tipoeing ' mentioned above. r n r nAbby Friesen: It does come off to me as mansplaining. r n r nAhem. Yes, well. I 'm ok not being heard in a discussion where my ...
[Blog - 05/18/2015 - 06:37]
what I like about Bloodborne ...
what I like about Bloodborne is that it doesn 't take usability too far. In many other modern games, usability often seems to trump all other concerns, to the point where many modern games are afraid to let players fail or figure something out for themselves. r n r nI ...