Entry Nine – Rough Stages of gameplay.

A rough outline of how the game-play mechanics work in relation to the players overall goals. Transcript from above Stage one Stage one of each section will start with the dark lord on his throne. With an animation in will walk his advisers and the dark lord will come down to address them. The player will be able to walk freely in the throne room but must … Continue reading Entry Nine – Rough Stages of gameplay.

Entry Eight – Dragon, the use of dialog free narrative

In order to gain a better understanding of presenting a story within set limitations I went to see the Dundee rep theater’s performance of Dragon. Their use of small objects wheeled on and off set to create multiple locations was an interesting use of minimalism to stage their world in while managing to imbue an almost fairy tale like quality into the atmosphere of their … Continue reading Entry Eight – Dragon, the use of dialog free narrative

Entry Seven – Defining the games structure and mechainics

Transcript from the page above. Space This may seem obvious but since games are a blank slate rules wise it’s good to start with the most basic groundwork and build up on top of that. Since most games are represented on a screen/monitor we often have a consistent pixel we often have a consistent pixel aspect ratio at 4:3 (full screen) or 16:9 (Widescreen) to work within, it is … Continue reading Entry Seven – Defining the games structure and mechainics

Entry Six – Research into themes, archetypes and plot

Transcript from the page. The last boss. The controlling idea for my game concept is how a “last Boss” or prime villain of an average game gains as much power and control as they do. Premise. how does that main villain stay in power and why anyone in the games world would would follow him when he’s evil. What ways does he use to do this … Continue reading Entry Six – Research into themes, archetypes and plot

Entry Five – Opaque Rules of play.

I’ve tried for some time to read “Rules of Play by Eric Zimmerman and Katie Salen” yet I’ve found an issue, this is as far as I’ve been able to get. Reading other works, such as The Art of Game Design by Jesse Schell, I’m struck by how Rules reads under the assumption of greater industry knowledge and terminology from the reader yet as a learning example … Continue reading Entry Five – Opaque Rules of play.