Wednesday, 27 September 2017
SOMA - Two Years Later
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It's over two years since we released SOMA, so it's time for another update on how things have been going. First of all, let...
51 comments:
Wednesday, 5 July 2017
The Illusion of an Analog World
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There is something about unclear options which make choices a lot more interesting . This post goes into the reasons behind this, and variou...
4 comments:
Wednesday, 28 June 2017
The Complexity Fallacy
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It is easy to think that the player sees all of the complexity you put into a game, but nothing could be further from the truth. A game'...
12 comments:
Tuesday, 20 June 2017
Gaps of the Imagination
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We don't perceive every single piece of information around us. Instead we must constantly fill in blanks in our knowledge to properly cr...
2 comments:
Thursday, 15 June 2017
Choices, Consequences and the Ability to Plan
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This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives th...
8 comments:
Tuesday, 30 May 2017
Planning - The Core Reason Why Gameplay Feels Good
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In this post I dig into planning, and how it is a fundamental part of what makes a game engaging. Planning affects many aspects of what is s...
24 comments:
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