Balancing in the Middle
For a while there was a trend of providing a moral choice to players: The choice between Good and Evil. My understanding is that this idea probably started with Ultima IV in 1985 – but when I think about “moral…
For a while there was a trend of providing a moral choice to players: The choice between Good and Evil. My understanding is that this idea probably started with Ultima IV in 1985 – but when I think about “moral…
I am tired of video game protagonists. There’s a specific character that gets created over and over again when a video game designer asks themselves “what kind of person would only ever interact with the world through the barrel of…
It’s interesting how much goes into a game that the player never sees. Old versions, unused content, hidden details of construction, or simply paths the player never takes. As we play the game, this stuff is invisible – sometimes we find…
The problem with dialogue system components in RPGs tends to be that they’re components in RPGs. I’ve been playing Fallout: New Vegas: This game, like the earlier Fallout games, is premised on making important dialogue choices which can have a…