Level Theory: Tom Clancy’s Splinter Cell


[Originally posted on 04 Feb 2014 at Gather Your Party]


While gameplay mechanics encompass the rules and tools of play, level design is the element that gives the game shape beyond its rules. Level design is often misunderstood as level geometry, but it is used as another term for challenge design. It encompasses everything from geometry to enemy and hazard placements. It is the design of a challenge-environment.

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On Story, Plot, and Narrative in Games


[Originally posted on Gather Your Party on the 9th of September 2013] 

While plot, story and narrative are often used interchangeably in casual conversations, in analytical terms they are separate entities and describe specific aspects of storytelling. If we want to talk about storytelling in games, we must differentiate between them to accurately describe concepts and ideas that the medium tries to express.

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The Roguelike – A Design Analysis


The roguelike is a genre that has been gaining momentum and popularity, but how much Rogue is in the roguelikes?

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E3 Thief 4 Gameplay Demo Analysis


[Originally Posted on Gather Your Party at 01 Jul 2013]

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All The Right Elements: XCOM – Enemy Unknown (2012)


Shit happens, all the time. [Spoilers]

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