Game Design

The Price of Redemption: When Bad Games Go Good

Phantom Liberty, the recently released DLC for Cyberpunk 2077, is great. The story is compelling and lengthy, a masterclass in how to seamlessly add post-ship content into the middle of an existing narrative. The 2.0 patch for the game, which launched shortly before the DLC, overhauls and improves many of the game’s core systems, including

The Price of Redemption: When Bad Games Go Good Read More »

Equal Measures Tragic and Creepy: A Starfield Love Story

Warning: spoilers for the midgame of Starfield, including some companion details. The first game I can remember playing where I cared about a player-centered romance storyline was Bioware’s Baldur’s Gate 2: Shadows of Amn. The romanceable companions each had a deep storyline that ran in parallel with the main plot. Though there were a few

Equal Measures Tragic and Creepy: A Starfield Love Story Read More »

Berries on the Hill: Lessons in Procedural Game Design

For my entire career, I’ve been an advocate of procedural systems in games that generate endless content. Procedural generation has been a design pillar of some of my favorite titles – going all the way back to my early days playing Nethack and the original Civilization, with its evocative random maps. From a production perspective,

Berries on the Hill: Lessons in Procedural Game Design Read More »

The Familiar and the New: Design Takeaways from Baldur’s Gate 3

I can’t help myself – I have to spend another week’s worth of digital ink on Baldur’s Gate 3.  (This blog is spoiler-free, minus whatever the screenshots give away.) After 25 hours of play with the full version, I’m confident in saying Baldur’s Gate 3 is the masterpiece the hype suggested it would be. So

The Familiar and the New: Design Takeaways from Baldur’s Gate 3 Read More »

Barriers Tumbling: AI and the Future of Game Development

My stepfather is one of the smartest people I know – an engineer and a mathematician, a polyglot descendent of a Scottish poet, and a whiz with computers long before they were in every household. I’ve written before about how he first introduced me to games; to no small extent, I owe my career to

Barriers Tumbling: AI and the Future of Game Development Read More »