Thomas Grip's Expert Blogs
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.
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.
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
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.
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.
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.
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.
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.
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.
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