Whoa! It all got a bit quiet around here for a bit didn’t it? Sorry, I was distracted for a few (okay, more) days. I’m back to my (admittedly superb) best now however, with a piece on the best ™ story-telling method used in gaming. NOTE: Spoilers within (Major Bioshock and minor ones for Doom 3 and Dead Space).
Monthly Archives: September 2009
Extras
Everything Else
Speaking and Moving
Project Origin – Reborn
Two of the Best
Another short post today, on a couple of gaming phenomenon that hold a special place in my heart.
Change: Multiplayer
Sex, Violence and MEEETAAAAAAAAAAL
Change: Health
As mentioned yesterday, I want to continue talking about game mechanics and the ways they have been treated during my time as a gamer. Today I start my “series” on change – focusing on features and mechanics of games that have significantly altered over the years. It will use examples from main stream titles, hopefully won’t make me look too foolish when naming the “firsts” and (with a little luck) won’t come across too negative. My first topic is health systems.
What We Miss
In all forms of entertainment, ideas get lost. Whether overlooked due to being in the “wrong” titles, ignored due to poor implementation or overshadowed by something much more hyped (and sometimes better too), these ideas are used only a few times and then lost to the ages. In gaming, this as true as it is elsewhere. Here I will analyse some of my favourites and lament their passing.