I don’t know how often this new feature will appear, but a new feature it is nonetheless. Every now and then, I’ll collect some interesting gaming-related links and post them right here for you. Let’s zip right on into our first Random Link Round-Up, eh?
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Archive for game-development
Random Link Round-Up
Posted in Link Round-Up with tags game-development, Independent video game development, Link Round-Up, Xbox Live Indie Game on January 5, 2012 by The Retro-ish Gaming CriticThoughts on Another Scandal in the Industry
Posted in Musing with tags game-development, musing, Paul Christoforo, Penny Arcade on December 29, 2011 by The Retro-ish Gaming CriticTime and time again, I’ve gone on record as defending those on the other side of the video game business from my fellow gamers. The consumer doesn’t always remember how difficult it can be to just get a video game made, let alone get it into gamers’ hands. Sometimes, though, the people on that side of the fence don’t exactly help matters.
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More Thoughts on Sandbox Games
Posted in Musing with tags game-development, Manhattan, musing, Nonlinear gameplay, Open world, sandbox-gaming on December 26, 2011 by The Retro-ish Gaming CriticWe’ve talked about sandbox gaming before, where we covered the definition and its application. This time around, we’re going to dive into another aspect of sandbox games—the world they’re set in.
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Thoughts on Plot-Induced Stupidity
Posted in Musing with tags game-development, musing on November 23, 2011 by The Retro-ish Gaming CriticWe enjoy some games for the stories they tell, whether they’re stories of heroic drama, love found and lost, and anything in between. When we really get into those stories, we can forgive nearly any other game element that’s poorly implemented. One of the ways the story kicks our suspension of disbelief—and enjoyment–squarely in the naughty place is when the characters act like complete idiots.
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Thoughts on Control Schemes
Posted in Musing with tags Game design, game-development, musing on November 7, 2011 by The Retro-ish Gaming CriticOut of the many aspects of a video game’s design that can “make it or break it”, there is one element that is most important. A game can have a solid story, plenty of things for the player to do, be the best example of its genre—but if the controls are lacking, the game–and the players–will suffer for it.
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Thoughts on Collectibles
Posted in Musing with tags collectibles, game-development, musing on October 31, 2011 by The Retro-ish Gaming CriticWe start our week with a confession—I’m not really a fan of collectibles. You know what they are—they’re items/kills/snapshots/whatever else strewn hither and thither over the game world, and the idea is to hunt down every last one. I like the idea, but the execution—eh.
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Thoughts on Intimate Relationships in Video Games
Posted in Musing with tags dating, game-development, musing on October 27, 2011 by The Retro-ish Gaming CriticOne story that’s been around for pretty much as long as humans have has been the drama of an intimate relationship, and given the potential for interesting and intriguing stories with such as an element, video games have had them in some form nearly ever since the hobby started. The question I sometimes find myself asking is whether games have, or can, display them well.
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Thoughts on Adapting Disney’s Gargoyles as a Sandbox Video Game
Posted in Musing with tags Disney's Gargoyles, game-development, Gargoyles, Goliath, Greg Weisman, Manhattan Clan, musing on October 26, 2011 by The Retro-ish Gaming CriticThere are few television shows that truly appeal to people of all ages, but Disney’s Gargoyles was just such a series—and that it was a cartoon made it all the more exceptional. It had strong stories for kids that gave a “message” without trying to instill a certain morality, but those very stories also appealed to adults. It was also a fun adventure tale, as a group of individuals found themselves in a land truly alien to them, surrounded by people who mustn’t know of them. It would make for a grand video game. Also, as consoles and computers become more powerful, the potential depth of video games only increases. It’s with that potential in mind that we look at the ways an interesting game could be made out of the Disney’s Gargoyles license.
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Thoughts on Video Game Plots
Posted in Musing with tags game-development, musing on October 24, 2011 by The Retro-ish Gaming CriticIt’s really something that seems to be almost overlooked these days, as we talk about this game’s interface, that game’s level design, that other game’s combat. What can tie everything together, what can give a reason for gamers to really get into a game, is the plot.
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