First-Person 3Cs: Character

I’m talking about systemic implementations of the 3Cs in first-person game design, and this is the part about characters. We’ve already talked about the value of empathy and touched on things like showing the player avatar’s body. But there’s a lot you can do with who you play in first-person games. There won’t be anyContinue reading “First-Person 3Cs: Character”

Building a Systemic Gun

Games are somewhat obsessed with guns. Everything from nukes to squirt guns have been modelled and simulated in extraordinary detail. Since one reason that every widely copied design paradigm keeps getting copied is the volume of references, the fact that there are countless games to play for anyone who wants to research gun gameplay invariablyContinue reading “Building a Systemic Gun”

Simulated Immersion, Part 3: Product

Part 1 was about the legacy of immersive sim games and how they pushed systemic game design to the max. Part 2 dealt with the game design takeaways from that legacy, and things you can consider if you want to walk in its footsteps. (Please note that there’s a silent in my opinion added onContinue reading “Simulated Immersion, Part 3: Product”

Simulated Immersion, Part 2: Game Design

This second part in a three-part series goes through the takeaways from the legacy of immersive sim game design that was covered in Part 1. As it’s a somewhat debated topic, there are countless opinions out there that you may read at your leisure. This one is mine. Maxim Samolyenko has an excellent writeup inContinue reading “Simulated Immersion, Part 2: Game Design”

Simulated Immersion, Part 1: Legacy

I have an obsession, and it’s playing immersive games. Games that put me in an interesting pair of shoes. Games that allow me to interact with systems that behave in predictable and thought-provoking ways. Games that let me experience a world or act out an interesting role. I like feeling as if it was IContinue reading “Simulated Immersion, Part 1: Legacy”