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".
Our senses can only capture sliver of reality. We must constantly fill in blanks in our knowledge to properly create a mental image of the world. This processes of filling in gaps is really important to understand and to exploit when crafting games.
This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives that their actions have no consequences, you remove a core component of engagement - the ability to plan.
Planning affects many aspects of what is so special about games and why we enjoy playing them. This post will go over the reasons behind this, and explains why planning makes games engaging and why it is important for narrative games.
This article goes over a framework for understanding how videogames work. It divides games into systems, story, and a mental model, and then shows how these interact.
Not having any combat can be really helpful to horror games and crucial in delivering the desired experience. This article presents the top 6 reasons for this and also explains how it ties into narrative games in general.
Do videogames really have to try to tell stories? Are they not just better off focusing on interactive systems and gameplay? In this post I argue that stories are fundamental to the play experience by supplying context. This story context is crucial in or
Thomas Grip's Comments
[Blog - 05/12/2017 - 10:11]
I am really curious about ...
I am really curious about what your solutions are. May I ask what you have in mind r n r nThe idea is to try and focus on what becomes before an encounter and try and get as much narrative-connected gameplay out of that as possible. Then the actual encounter ...
[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