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".
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.
An analysis of the games that laid the foundation for Alien: Isolation, an overview on what the games does well and what it fails at and finally some discussion on how to evolve the genre.
This post presents a new way to attack the problem of combining gameplay and narrative. Instead of attacking the issue straight on a number of steps and ways of thinking are presented as a new way to approach the problem.
A list of five crucial constraints when making a game that aims to tell a story.
Thomas Grip's Comments
[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 ...
[Blog - 05/16/2013 - 09:35]
Some thoughts that I might ...
Some thoughts that I might just drop here: r n r n1 The most important thing to consider in these sort situations is what is the intention . Is it to convey story Is it in order to show the suffering of the people Is it just to have some ...