FF7: *Spoilers* Aerith

Posted December 16, 2014 in: Game Design, Uncategorized, Video Games

Her death is a powerful moment for many players, but why? I personally didn’t care when it happened because she felt very one dimensional and I wasn’t invested in her character. However I can understand why other players would care. Investment is a key part in understanding why this event was a big deal. Aerith […]

What is Art?

Posted October 25, 2013 in: Game Design, Uncategorized

This question came up in conversation the other day, and got me searching for the answer. It may not seem relevant to games at first. Bear with me and we’ll bring it back around. Beauty The common assumption is that anything pleasing to the senses is art. Yet this falls through when considering that many […]


Posted June 22, 2013 in: Game Design, Uncategorized

I’ve been working 10 hour days for two weeks including weekends, so bare with the line of thought that puts me on. I listened to a podcast episode about gambling and have heard various people go on about the skinner box. To understand what is going on in the mind of a gambler is to […]

The Time Sink Problem: Mass Effect 3

Posted March 16, 2013 in: Game Design, Uncategorized

Mass Effect 3 has a key problem, one that faces much of the industry. The game is too long. Not because its loaded with interesting content but because its bogged down with fetch quests and aimless wandering. We need to treat our player’s time as valuable. There are so many interesting ethical and moral dilemmas […]

Empty Systems: Why AC3 Felt Lacking

Posted March 6, 2013 in: Game Design, Uncategorized

Assassins Creed 3 was shaping up to be one of the greatest games of the console generation. It was a fresh face on a well loved franchise. It boasted established mechanics that sucked people in and a complex double narrative that promised an end game of modern day assassin adventures. Yet by many accounts, my own included, […]

Analytical Play

Posted July 10, 2011 in: Game Design, Uncategorized

Long lasting involvement with an entertainment medium conveys a certain amount of inherent knowledge. You gain a familiarity with the common progression of story, typical aesthetic choices, music cues, and other common practices of the given medium. Games are no different. Like all lovers and creators of other mediums, it’s important for us to constantly […]

Difficulty in Games

Posted October 11, 2009 in: Game Design, Uncategorized

So after looking at thoughts on Demon’s Souls I started thinking about difficulty in gaming. The majority of people who play it say it’s hard but still really good. The people who haven’t played it take that as a negative thing. The assumption has become that a game that is described as hard, is so […]