Fabian Fischer's Blog
I fill various roles throughout the games industry and media:
- Game Designer by passion and by trade
- Author for various gaming websites and magazines
- Blogger on design and ludology (in German)
- Editor for gamedesigntheory.org
- Consultant for fellow designers
- Moderator of the r/gamedesign subreddit
- Researcher in the field of game-based learning
Story and game. A troubled marriage full of problems and misunderstandings. But what if instead of trying to mash "great narrative" and "great system" together time and again, we actually try to cautiously and deliberately support one with the other?
A transparent game's mechanics can be grasped in their entirety. They're not hidden in black boxes, or behind giant formulas. Instead, those games generate challenge via systemic and strategic depth. What's the exact role of transparency in this context?
Modern-day AAA games rely on traditional, linear storytelling. While they are rightfully praised for their cinematic qualities, the gameplay is consequently lacking in substance and dynamics. How can games tell stories without hurting their core identity?
The discourse about video games is shaped by varying degrees of "game literacy". In private conversations this is of course fine. But when it actually comes to pushing the craft forward, we should care about talking to (and not past) each other more.
Gwent not only features unique gameplay mechanics, but its design also manages to strike a delicate balance between chaos and determinism. Additionally, the game's round-based structure gives nuance to its strategic arcs in astonishingly elegant ways.
The draw of competitive games is tied to their ability to let players gain competence by playing. This iterative learning process is based on cycles of actions and feedback. Therefore efficient feedback is of utmost importance for those games.
Fabian Fischer's Comments
[Blog - 08/10/2017 - 10:02]
Thanks for the kind words, ...
Thanks for the kind words, Adam r n r nAbsolutely, if you know all the possible outcomes and odds, randomness, as part of the ruleset, can be completely transparent. r n r nI know what you mean about soccer management sims. I 've played them for hundreds of hours in ...
[Blog - 05/11/2017 - 10:51]
For the record, I answered ...
For the record, I answered this exact comment on r/gamedesign: r nhttps://www.reddit.com/r/gamedesign/comments/6akwgu/narrative gameplay how games should not tell/dhfgkct/ context 3
[Blog - 04/12/2017 - 10:00]
Thanks a lot for your ...
Thanks a lot for your thoughtful comment r n r nI think you 're making some very valid points there, but I 'm not sure they really apply to the article. The article is actually not about exclusive authority or universal prescriptions at all. It 's also not concened with ...
[Blog - 04/07/2017 - 09:25]
Hey, you stole my topic ...
Hey, you stole my topic P r n r nhttp://www.gamasutra.com/blogs/FabianFischer/20170305/292859/Gwent Braving the Storm.php r n r nCheers
[Blog - 07/13/2016 - 04:54]
It 's like they asked ...
It 's like they asked What if we made the whole world one giant Skinner Box . And boy did they succeed. I 'm afraid one of the biggest games ever will shed quite a bad light on what games can be. There 's barely any gameplay to be found.
[Blog - 07/08/2016 - 10:07]
Since the mentioned hardcore MMO ...
Since the mentioned hardcore MMO RPGs all prey on the same Skinner Box mechanics and the spectacle value of growing numbers , it 's actually not surprising at all to find the same players as in idle clickers...