Tag Archives: Computer Games

Complexity

VideoGames are too simple – sure a lot of them have great depth, but that’s fundamentally different. Take Sins of a Solar empire – it has a ton of unit types, various resource types, skill trees, tech trees, diplomacy, but it still boils down to resource management and then getting progressively stronger units to attack each other. There are tactics, strategies, logistics, rock paper shotgun scissors dynamics, but this isn’t what I’m talking about. At any point in an RTS most units can attack most things (to varying degrees of success obviously) – as in FPS’s you can shoot anything…

No Need For Story

This started as a counter to Patrick’s article on Monday but I think I really agree with what he’s saying in a broad sense.  This is more a mutated arm growing from his piece then, holding in its gnarled fist my thoughts on stories and their place in computer games. Narratives are hugely important.  They engross us, make gaming experiences unique, compelling and memorable.  Which is why developers need to stop being so heavy handed with their stories. I’m going to draw a distinction between the two at this point: narratives are what we generate when we play a game;…