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…
Games have a weird relationship with morality. For a while, many were including ham-fisted ‘morality systems’ – absurd contrivances where you were presented with two exaggerated choices, choosing between senseless slaughter and saintly forgiveness, and then assigned to be good…
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…
I’ve been playing and replaying old Fallout games – there may be some kind of tenuous connection between that and the release of Fallout 4, but mostly I just finally got around to playing through New Vegas and that whetted…
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…