Level Theory: Tom Clancy’s Splinter Cell

feature

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

Introduction

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.

Read more of this post

On Story, Plot, and Narrative in Games

Untitled-1

[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.

Read more of this post

The Roguelike – A Design Analysis

2

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

Read more of this post

E3 Thief 4 Gameplay Demo Analysis

thief-4-logo

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

Read more of this post

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

xcom-eu-wallpaper

Shit happens, all the time. [Spoilers]

Read more of this post