I was born in 1988, while some may say I was an 80’s baby, I more appropriately call myself a 90’s kid, as not only did I grow up in the 90’s I have a pretty strong memory of what was big, what wasn’t big and what absolutely was a massive deal. Unlike someone of…
Category: Game Design
Players are… tyrants?
You know… in my spare time I try to think up ways on how to write about games, how to analyse them, all that jazz. But when I hear some things that critics talk about these days… I kind of feel like I got off at the wrong station. Just recently a video by Upper…
Roadtrip!: Final Fantasy XV! (5ish hours in)
Let me preface this entire piece with an acknowledgment that many people who have come to hate this game do so because of Squares implementation of DLC, and the numerous patches with bits and pieces of content thrown in. Yes, A game should release in a 100% percent finished state. Yes, DLC should not stand…
A closer look: Stonekeep (1995)
Several years after originally playing this game, I finally managed to have another go and complete it. Don’t even remember why I stopped playing it back then, to be honest. I’m pretty sure it wasn’t a lack of enjoying the game. So, after having finally beat it, I think I’ll collect some of my thoughts…
Game Design Elements – Dragon Crystal – “Your” Dragon
It’s interesting how thoughts can differ/change over the years. Back in the days when I was young, my thoughts while playing a game mostly were in the area of “how to beat the game”, while nowadays design aspects also actively interest me. One specific early example would be the game Dragon Crystal (that I wrote…
Playing older Games – The Black Mirror (2003)
Having just reached the fourth chapter (out of 6 overall), I decided I’d write down some of my thoughts on the game so far, mainly from the technical and design perspective. At the time of writing, the game is now 14 years old, so on both of those aspects, the game isn’t quite fresh anymore,…