Mike Stout's Blog
Who am I?
My name is Mike Stout and I've been a professional Video Game Designer for more than 13 years.
What games have I worked on?
With Insomniac Games:
- Ratchet and Clank 1, 2, and 3 (Playstation 2)
- Ratchet: Deadlocked (Playstation 3)
- Resistance: Fall of Man Multiplayer (Playstation 3)
- Ratchet and Clank: Into the Nexus (Playstation 3)
- Ratchet and Clank (Playstation 4)
- Skylanders: Spyro's Adventure
- Skylanders: Giants
- Skylanders: Swap Force
- Skylanders: Trap Team
What am I doing nowadays?
These days I'm producing educational materials about Game Design via my Patreon campaign ( https://www.patreon.com/mikedodgerstout ), and making games in my spare time.
In this article, I'm going to show you a trick I like to use that helps me create good pacing in my designs.
This week I'm going to introduce the subjects of "Intensity" and "Ramps," which I'll define later on. I'll be developing these concepts further next week when I talk about how knowing about these helps you decide what Archetypes go in a Setup.
We’re going to talk about how I use the combat Archetypes we made in the previous article to create a series of enemy “Setups.”
Continuing my series on how I design, I want to show how spectra relate within a choice field, and how one can view that data in different ways by opening little “windows,” or views into the field.
In this article, I elaborate more on what I mean by "Game Mechanic" -- a term I used quite loosely in article #2.
In this installment in the series, Mike goes over a concept he introduced in the previous article called "Choice Fields" -- a method for wrapping one's brain around designing emergent gameplay.
Mike Stout's Comments
[Blog - 06/15/2015 - 05:44]
A dimension can be a ...
A dimension can be a spectrum or a binary choice. For example, if you added a shielded/unshielded sort of mechanic, that would be a binary choice and not a spectrum.
[Blog - 06/22/2015 - 06:35]
Just wrote a pretty long ...
Just wrote a pretty long reply and I think Gama ate it, so in case it doesn 't post -- here 's the gist of what I was saying. r n r nGood point on the all-combat examples I 'll try to use more non-combat ones in the future, after ...
[Blog - 06/05/2015 - 01:14]
I will get into that, ...
I will get into that, yeah. In short form it 's basically because there 's a lot of lists of three in it and because at the end it reduces to 3 recursive principles, if I do it right. :
[Feature - 01/03/2012 - 04:55]
Oh yeah, you can totally ...
Oh yeah, you can totally shorten up your path to the end with bombs. I didn 't do that mainly because I felt that in those cases using the bomb was optional, and I was attempting to avoid the optional paths. r n r nIt would be really interesting, though, ...
[Feature - 02/10/2012 - 04:00]
It seems to me like ...
It seems to me like there are at least two types of players who want different things. One type likes to FEEL smart, or powerful. The other wants to solve problems that require them to BE powerful or smart, or whatever. I've seen these groups over and over again in ...
[Blog - 01/14/2012 - 05:44]