Brandon Franklin's Blog
I'm a design engineer at a VR company and an indie developer by night. I like working on experimental immersive sim style games, giving players a tools to play with, and working on how AI can be used in games in the future.
An exploration of a new design pattern in games, removing abstraction to encourage better player behavior.
This post explored the ideal game character that leverages interactivity to its fullest. I explore the recent history, the current state, and some reasons populating game worlds can lead to better player experiences.
This post covers my experiences trying to leverage AI to generate game content rather than make them actors in a planned story. I cover the difference of perspective that is necessary to take advantage of our medium through our AI agents.
An exploration of diegetic mechanics, a game mechanic that incorporates the player and the player character.
Brandon Franklin's Comments
[Blog - 03/14/2019 - 03:19]
That 's a really good ...
That 's a really good point. Clearly I had some bias here since I don 't play life sims very much. r n r nThis kind of design is throughout life sims and honestly I should play them a lot more.
[Blog - 03/13/2019 - 11:04]
Definitely read axes like the ...
Definitely read axes like the chop chop kind. While an extended metaphor about how axes apply to RPG design would have been amazing, this article was also really good. r n r nIt would be awesome to see a follow up to this where you graph some example RPGs on ...
[Blog - 12/16/2018 - 10:42]
I 'm a huge fan ...
I 'm a huge fan of these kinds of games. I even wrote an article about this kind of interaction in games also borrowing the term Diegetic . r n r nhttp://www.gamasutra.com/blogs/BrandonFranklin/20180918/326679/Diegetic Mechanics Getting More from Your Game World.php
[Blog - 10/03/2018 - 09:40]
I agree with a lot ...
I agree with a lot of this. r n r nIt seems like you are leaning towards leveraging crowdsourced data to potentially feed into a machine learning system. I think that sort of data driven approach could work for a certain kinds of games. For procedural socializing it will most ...
[Blog - 08/01/2018 - 10:41]
I love diagetic UI elements, ...
I love diagetic UI elements, but I 'm a bit shocked not to see Far Cry 2 mentioned in the article. It combines all of these in non-stop diagetic action even to the point of not including button prompts for things like gun jams so that you panic just like ...