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October 17, 2017
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Thomas Grip's Blog   Expert Blogs

 

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. Worked on the Penumbra series, the Amnesia games and SOMA.

 

Expert Blogs

Posted by Thomas Grip on Mon, 10 Jul 2017 10:13:00 EDT in
There is something about unclear options which make choices a lot more interesting. This post goes into the reasons behind this, and various ways of achieving it in games.


Posted by Thomas Grip on Mon, 03 Jul 2017 09:00:00 EDT in Design
It's easy to think that the player sees all of the complexity you put into a game, but nothing could be further from the truth. A game's complexity is basically meaningless when it comes to the end experience. What the player perceives is all that matters


Posted by Thomas Grip on Fri, 23 Jun 2017 09:47:00 EDT in Design
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.


Posted by Thomas Grip on Mon, 19 Jun 2017 10:08:00 EDT in Design, Console/PC, Indie
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.


Posted by Thomas Grip on Thu, 01 Jun 2017 03:38:00 EDT in Design
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.


Posted by Thomas Grip on Wed, 24 May 2017 09:57:00 EDT in Design
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.



Thomas Grip's Comments

Comment In: [Blog - 07/03/2017 - 09:00]

Thanks for the reply r ...

Thanks for the reply r n r nUnless I am getting you wrong, you are saying that with certain free2play games the underlying systems are really important, in a similar way to how the systems of a slot machine are important. You need to make sure not just that they ...

Comment In: [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 ...

Comment In: [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, ...

Comment In: [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, ...

Comment In: [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 ...

Comment In: [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