Making a Decision
I’ve been playing a lot of XCOM 2 recently, and after a discussion on the differences between it and its precursor the other day I started thinking about the nature of decisions in games. In XCOM (the first one), you’re…
I’ve been playing a lot of XCOM 2 recently, and after a discussion on the differences between it and its precursor the other day I started thinking about the nature of decisions in games. In XCOM (the first one), you’re…
It’s easy to stop seeing things. Playing Super Hexagon, it’s easy to get lulled into believing you know what the pattern is even when you haven’t been looking closely, to dodge what you believed the obstacle was only to run…
This is the last of a month of daily Problem Machine blog posts. It’s been a tiring month. I’m looking forward to never writing another word for the rest of my life, or at least a few days. I guess…
Pong and other early arcade games feel so primitive to us now in 2017. It seems intuitive to credit technological advances for the massive difference in complexity between the light arcade games of 35 years ago and the many more…
The biggest difference between Super Hexagon and other similar games, fast paced reaction endurance challenges like Flappy Bird and Canabalt and Race the Sun, is that the presentation is inverted. You aren’t running away from or towards anything, but rolling…
It takes a lot of concessions to make a game feasible. Some of these are made early on, settling on a conservative and traditional design paradigm that has already been well explored by other games: Some of these are made…
Something that struck me powerfully the first time I played Super Hexagon, and which has always hovered at the back of my mind as I play it, is how easily it could have been a different game. Most games are…
This could lead to excellence Or serious injury Only one way to know Go, go, go Go ahead, wreck your life That might be good Who can say what’s wrong or right? Nobody can There is no coherent way for…