Radiator Blog
Video game design and culture notes by Robert Yang
Showing posts with label
dark past
.
Show all posts
Showing posts with label
dark past
.
Show all posts
Saturday, June 15, 2013
Design reboot: Thief.
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This post relies on familiarity with the gameplay / affordances in Thief. You may want to read Dark Past or my write-up on "Assassi...
Wednesday, July 13, 2011
Dark Past (part 4): The Useful Post (?) or Randy Smith's "valence theory" of level design.
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This is a series of posts that analyzes the immersive sim . It's a play on the excellent RPS feature, Dark Futures . Many moons ago, I...
Thursday, June 16, 2011
Dark Past (part 3): Letting Go of the Immersive Sim, of flu viruses, ghosting, and why we're all Kate Winslets at heart.
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This is a series of posts that analyzes the immersive sim . It's a play on the excellent RPS feature, Dark Futures . In past posts, I ...
Sunday, January 16, 2011
Dark Past (part 2): On level design, hookers, cybernetic architecture, Tony Hawk and all that converges.
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Last time , I mentioned a lot of games that we like for their emergence and "cool stuff that happens" -- but the difference is th...
Friday, December 31, 2010
Dark Past (part 1): On the immersive sim, mechanics, and mod communities.
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Thief has always been a hardcore FPS series: uncompromising, often difficult, with large sprawling levels that you inevitably get lost in -...
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