Game Design

Trust No One: Unreliable Narratives in Games

Spoiler warning for several older games, including the Bioshock series and Silent Hill 2, as well as the movie Memento. Memento, an early Christopher Nolan movie, is a well-executed example of a familiar writing trope: the unreliable narrator. The audience experiences the events of the movie from the point of view of the main character, […]

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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

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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

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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,

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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

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