freedom
Freedom to do things in a game universe that players just cannot do in their daily lives is the best thing that game makers can offer to their audience.
Articles
From its humble beginnings to the most awaited game in 2004, the GTA series is probably one of the most influential - and controversial - licenses in videogaming. Let’s discuss why.
Forcing players to behave in a way they haven’t accepted is the open door to frustration.
What makes a true game hero? This article defines a framework to analyse heroes based on 3 dimensions: heroes as toys, heroes as self-representation and heroes as idols.
A recurring problem with modern videogames is that they don’t handle failure well. The player has to complete level after level, mission after mission... and don’t have the possibility of being less than perfect. The flipside is that to beat such games, the player imagination is not challenged, and winning is not as significant than in games that require the players to be creative thinkers, like the Mortville Manor we are discussing here. Beyond that, we’ll see how allowing the player to fail can in fact add value to games.
It’s hard to have reliable, objective figures on gamers. Fortunately, what gamers tell of themselves is just as informative.
Capcom’s presented the latest instalment of the Resident Evil series as a revolution, as something completely new. In fact, it is rather an evolution: an intelligent answer to a well-defined problem.