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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