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October 14, 2019
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Thomas Grip's Expert Blogs

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.


Posted by Thomas Grip on Fri, 12 May 2017 10:11:00 EDT in Design
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.


Posted by Thomas Grip on Fri, 05 May 2017 09:32:00 EDT in Design, Console/PC, Indie
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


Posted by Thomas Grip on Fri, 28 Apr 2017 09:21:00 EDT in Design, Console/PC, Indie
Reality is a fiction created by our brains, a mental model of the outside world. Knowing how this works is crucial to game development and these mental simulations has a huge effect on how a game feels and plays.


Posted by Thomas Grip on Mon, 24 Apr 2017 10:00:00 EDT in Design, Console/PC, Indie
Playing a videogame can put you in a state where the borders between your self and the character gets blurry. When creating games, evoking this feeling of presence is worth trying to achieve.


Posted by Thomas Grip on Tue, 18 Apr 2017 10:39:00 EDT in Design, Console/PC, Indie
Designing a game spawns an endless set of ideas - ideas that need to be sorted. In order to do this, you need a method of evaluating them. The following discusses five different gameplay models - ways of thinking about game design.


Posted by Thomas Grip on Mon, 10 Apr 2017 09:27:00 EDT in Design, Console/PC
By putting the player in a situation where's there not enough space to move, or to aim at the enemy, gameplay can quickly grow boring. But when combining gameplay with narrative and context, you can turn this into an even more immersive experience.


Posted by Thomas Grip on Fri, 31 Mar 2017 09:17:00 EDT in Design
In videogames, classical gameplay makes sure players have a fun time. Using this to engage ones audience is a good bet, but it may hinder us in evolving other parts of game design, e.g. storytelling. Let's build games focusing on gameplay *and* narrative.


Posted by Thomas Grip on Thu, 23 Mar 2017 06:14:00 EDT in Design
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".


Posted by Thomas Grip on Thu, 24 Mar 2016 01:45:00 EDT in Business/Marketing, Console/PC, Indie
A summary of how the sci-fi horror game SOMA has performed the first 6 months since release.


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