Thomas Grip's Blog
One of the two co-founders of Frictional Games where I mostly deal with programming, design and making sure everybody do what they are supposed to. I have been creating mostly horror related games for over 10 years now and am really interesting in how to evoke emotions in players. Frictional Game's most recent project was "Amnesia: The Dark Descent" and we acted as producers for "Amnesia: A Machine For Pigs". We are currently working on a new horror title for PC and PS4 named "SOMA".
Designing a game spawns an endless set of ideas - ideas that need to be sorted. In order to do this, you need a method of evaluating them. The following discusses five different gameplay models - ways of thinking about game design.
By putting the player in a situation where's there not enough space to move, or to aim at the enemy, gameplay can quickly grow boring. But when combining gameplay with narrative and context, you can turn this into an even more immersive experience.
In videogames, classical gameplay makes sure players have a fun time. Using this to engage ones audience is a good bet, but it may hinder us in evolving other parts of game design, e.g. storytelling. Let's build games focusing on gameplay *and* narrative.
How do you keep the player focused during times of traversal, and avoid turning your game into a walking simulator? This new blog post discusses traversal as more than simply "empty travel time".
A summary of how the sci-fi horror game SOMA has performed the first 6 months since release.
SOMA, the new horror game for the creators of Amnesia, was released 10 days ago. This blog post discusses sales and reflects on the marketing and reception of the game.
Thomas Grip's Comments
[Blog - 04/18/2017 - 10:39]
First of all it is ...
First of all it is worth noting that our games are far from perfecting the form : For instnace, I didn 't feel that the moment-to-moment gameplay was all that good in SOMA, and it is an area where I really would like us to improve. r n r nHowever, ...
[Blog - 10/15/2014 - 02:02]
I am not a big ...
I am not a big souls fan, but I love a lot of their design choices. For instances being able to kill friendly NPCs and take routes that you really shouldn 't are really great ways of making the player cautious and builds a nice mindset. r n r nHowever, ...
[Blog - 04/29/2014 - 01:47]
Yes, the mental model is ...
Yes, the mental model is not easy, especially if you go beyond primal emotions like fear . I think that one needs to keep it pretty simple though in order for it to work, and also be aware that it cannot work for every scene. r n r nA crucial ...
[Blog - 08/19/2013 - 12:59]
This article sums up my ...
This article sums up my feelings on the subject: r n r nhttp://en.wikipedia.org/wiki/Parkinson 's law of triviality
[Blog - 06/02/2013 - 04:09]
Great to see someone else ...
Great to see someone else writing about this. I gave a talk at this year 's GDC on the same topic that much of the game happen in the player 's mind , but from a different perspective. r n r nScript here if you are interested: r nhttp://frictionalgames.blogspot.se/2013/04/gdc-2013-talk.html
[Blog - 06/03/2013 - 11:50]
Great to see somebody else ...
Great to see somebody else writing about this. I think this is a fascinating subject and you bring up some good points. As I have not really seen anything written about this yours is the first from another dev I can recall seeing , I wonder how much it is ...