antonkrupicka

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Thursday, 28 February 2013

Game Design Forum's Reversing the Design - Chrono Trigger

Posted on 14:05 by rendy orton
This is a fascinating, thoughtful breakdown of the narrative tricks underpinning the greatest RPG of the SNES era. I loved reading it, and if you're the kind of nerd I am, you will, t...
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Posted in | No comments

Wednesday, 27 February 2013

A Eulogy for JUSTIN BAILEY - How Achievements Killed The Cheat Code

Posted on 23:05 by rendy orton
This is Part Four of a four-part series of posts on the ways Achievements have changed modern gaming. Click here for parts one, two, and three.The Code. You remember it, I'm sure. It was the only way to get through Contra - that merciless destroyer of tiny 8-bit men. It's been immortalized in song. Hell, it was part of the company's brand identity, back in the day. One suspects it was intentionally designed to lodge in the human brain, given how...
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Posted in Achievements, Blizzard, cheat codes, Contra, Dead Space 3, Doom, gaming, ludology, Saints Row | No comments

Tuesday, 26 February 2013

The Elephant and The Princess - Games that talk about Achievements

Posted on 13:24 by rendy orton
This is Part Three of a four-part series of posts on the ways Achievements have changed modern gaming. Click here for parts one, two, and four.  We've talked about Achievements as player motivators. We've discussed the use of Achievements as commentary on the player's actions. Now, I'd like to look at games where that relationship is flipped, where gaming culture's reliance on Achievements is investigated, satirized, parodied.Flash games are...
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Posted in Achievement Unlocked, Achievements, Braid, Earthbound, games, ludology, Monkey Island | No comments

Thursday, 21 February 2013

Bioshock and the Irony of Good Achievements

Posted on 09:57 by rendy orton
This is Part Two of a four-part series of posts on the ways Achievements have changed modern gaming. Click here for parts one, three, and four.Yesterday I talked a bit about how Achievements give designers a new level of control over player behavior by exploiting the built-in gamer desire for completion/fulfillment/seeing the little bars fill up. If you want players to explore your entire gameworld, or try a different tactic, or just (in the worst...
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Posted in Achievements, Bioshock, games, ludology, pretentious | No comments

Wednesday, 20 February 2013

Addicted to Achievements

Posted on 18:08 by rendy orton
This is Part One of a four-part series of posts on the ways Achievements have changed modern gaming. Click here for parts two, three, and four. Maybe this is a moment exclusive to me. I kind of doubt it.I'm playing a game. The game, since it was published in the last 8 years, has Achievements. I look at the Achievement list, because I want to know what I'm playing toward (this is a game without plot or ending, so the Achievements provide the only...
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Posted in Achievements, games, ludology | No comments
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      • Game Design Forum's Reversing the Design - Chrono ...
      • A Eulogy for JUSTIN BAILEY - How Achievements Kill...
      • The Elephant and The Princess - Games that talk ab...
      • Bioshock and the Irony of Good Achievements
      • Addicted to Achievements
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