I think it's safe to assume that each and every one of us has a collection of masks we keep locked up in a tansu for convenient storage and easy access for the various social situations we put ourselves in as we bustle about our lives. For instance, a teenage boy hanging out with his … Continue reading Designing A Game Like An Amateur [Part III] – Lazy Level Design
Tag: game mechanics
Designing A Game Like An Amateur [Part II] – Objectives Which Demoralize
Fragile Dreams. I'm not too particularly fond of this game. But if you read my last post, you would've guessed that by now. If you haven't read it but insist on continuing past this sentence, I advise you to go back and check it out so that the rapture this post will put you in … Continue reading Designing A Game Like An Amateur [Part II] – Objectives Which Demoralize
Designing A Game Like An Amateur [Part I] – When Combat Sucks
There's an old expression in the English language which reads, “You can't please all of the people all of the time, and you sure as hell can't please C³ most of the time.” Whenever I pick up a new story, I, like every other human being on this blue marble, am hoping to gain something … Continue reading Designing A Game Like An Amateur [Part I] – When Combat Sucks