Category: Game Design Theory

The Unresolved End Credits

At the end of Final Fantasy VII, after the credits and FMVs, there is a screen with lots of slowly animated stars. As this loops continuously, the main theme plays in the background.

When I saw this after my recent play-through, I figured it might shortly cut to another scene. When a short wait yielded nothing, I figured I was meant to press something. When this did nothing, I admit to feeling a pang of uneasiness.

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The “And And Quest” in Dragon Age and Ni No Kuni

In which the author discusses a failing of conventional game design theory that has been generally resolved in other media long ago.

Measuring conflict

Conflict is essential to a plot. Some screenwriters go so far as to say that conflict is plot, and suitably, screenwriters have a lot of tools for testing to make sure a plot has sufficient conflict.

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Level Up Systems & Mad Max

Mad Max was an underwhelming game. I feel like it was almost something amazing, but after a few hours it became clear that it wasn’t going to deliver on its conceptual ambitions.

After my initial disappointment, however, I started to enjoy picking it apart, simply because it did a few things differently. Little things that other games don’t always give much attention to. One of those things was its level up system.

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