Posts Tagged design
A Layman’s Guide to Projection in Videogames
Posted by The Management in art on April 11, 2009
Oftentimes when a videogame has a skewed, overhead point of view, we call it isometric. That’s rarely the accurate term, though, and it’s not just pointless semantics.

Although Echochrome uses a single projection type, its gameplay is based on constantly rotating and morphing its 3D structures. With each new view, the physical architecture of the level changes to reflect what the player sees on the screen.
Projection basically means taking a three dimensional object and displaying it on a 2D plane (i.e., a screen). There are various ways of accomplishing this, and each technique has a deep impact on a game’s look and mechanics. The advent of 3D games and free-floating cameras somewhat lessened this role, but being aware of the pros and cons of each projection type is still applicable to both 2D and 3D titles.
So what exactly are these projection types? Well, let’s take a look:
The Alamo Standoff
Posted by The Management in design on April 5, 2009
Alec Meer’s retrospective on The Thing mentioned an interesting phenomenon: the emotional cycle of the “Alamo standoff.”
What Alec was referring to is a specific gameplay concept that revolves around trapping the player in an arena and sending in countless waves of enemies. Describing this, he made a very perceptive comparison: the concept is similar to a running joke that’s funny at first, eventually grows old, but, through the sheer ridiculousness of repeating it over and over, becomes funny yet again. Except in our case, the player first enjoys the challenge of the combat, then slowly grows weary of it, and eventually gets a second boost of adrenaline as he realizes that the set piece is not about to end.
It’s a curious phenomenon as its prerequisite is — in a way — boring the player. However, as part of an immediate arc, this weariness magnifies an eventual sense of dread. The standoff is a grueling, uphill climb with no visible peak, and it can be a very effective tool for evoking certain emotions.
Now sending in enemies in waves isn’t exactly a new concept, but the Alamo standoff is a bit different. First of all, it begins with a drastic change of pace. It’s an abrupt halt to the player’s forward progress (at least in a physical sense) that puts him on the defensive. What follows is, naturally, a battle of attrition.
Up until that point, the player might have been hoarding equipment for an emergency situation. Well, the standoff is that emergency. It might take a while, but the player will eventually realize that his priority is no longer managing resources but simply surviving. At this point, the feeling of terror begins to build, and it culminates in the sensation that the game’s done screwing around. The kiddy gloves are off, and it will now proceed to throw everything (not true, there could be lots more) at the player to pummel him into submission.
It’s powerful stuff, but there’s a certain finesse to making it work.
First of all, the standoff is best introduced “organically” without the use of non-interactive cutscenes. This makes it harder to think of it as a set piece, which in turn creates a situation where the player is initially ignorant of its scale. The lack of clear indicators as to the duration of the onslaught also help to instill a feeling of panic and hopelessness. Aesthetic changes in the environment are fine (after all, the player should never assume that the event is an enemy-spawning bug), but distinct gameplay modifiers such as new enemies and entry routes tend to add a game-ish progress to the experience.
Now this setup is great for evoking feelings of uncertainty and panic, but, in an effort to reduce its repetitiveness, various games have been putting a different spin on the experience. Gears of War 2′s horde mode takes a step back from the survival horror approach and makes the event more goal-oriented. This results in shifting the focus from “Oh my god, will this ever end?!” to “If I can only hold out until [goal x is achieved], I’ll be fine.”
The “gamey” standoff is clearly introduced, and it’s split into distinct mini-challenges. Timers and rounds are prevalent, as are “breathers” between individual waves. The player is provided with continuous feedback via metrics on health, ammo, checkpoint targets, etc., which aid him in making decisions. Other element like new enemy and weapons types are also gradually introduced to provide variety.
Of course the defining factors of these two approaches can be mixed together. Left 4 Dead contains plenty of organic and highly randomized standoffs (which don’t even take place in typical arenas — the only thing that boxes the player in is the sheer volume of enemies), but each episode also ends with a timed event where the player must simply survive until the arrival of a rescue party.
In either case, it’s important to be aware of the effects of all these design decisions. Also, it’s always vital to give the player a chance to survive — even if ammo/health drops are frequent, little suspense is lost if the player must still worry about picking ‘em up. In addition, guarding segments are tricky as it’s easy for the player to get frustrated with inept AI companions (or, conversely, invincible ones that suck out all the tension) and end up worrying about the safety of others instead of his own. And finally, when the dust settles and the player is on his last legs, you might want to think about doing it all over again. Just more intensely.
The Magic of Secrets
Posted by The Management in design on January 31, 2009
All sorts of entertainment media use the concept of secrets to add intrigue and evoke a powerful emotional reaction. A strong effect of unveiling a secret can be the validation of the observer’s perceptiveness and reasoning; a wink wink, nudge nudge for being such a smart cookie.

Grand Theft Auto - San Andreas' Hot Coffee mod. Despite the scandal this polygonal sex caused, it was not a real videogame secret.
However, most forms of media tend to be strictly passive. Aside from the occasional dabbling in interaction, the audience exerts no direct influence over the medium’s content.
Games — and videogames in particular – are inherently different. They are interactive and require players, not just observers.
There are plenty of lists online cataloguing the “best secrets in videogames,” but before we delve into this discussion, let’s actually define the term:
- Something kept hidden from others or known only to oneself or to a few.
- Designed to elude observation or detection.
Now let’s apply this denotation to design in videogames.








Orange Box Designer Commentary
Posted by The Management in design on February 27, 2009
Valve first tried out designer commentary with the Lost Coast standalone demo. Apparently it was such a big success that they decided to do the same for all the games in the Orange Box.
Now Valve is a group of some very, very smart people, and it shows.
Escape from City 17 at the end of Half-Life: Episode One.
Generic behind-the-scenes specials tend to tell the same old story: the development cycle was hectic, but the team eventually persevered and released a great product (even if it was a little flawed and missing some features). In between all that you might come across an interesting tid-bit or two, but don’t expect any mind blowing revelations.
The commentary on the Orange Box, though, is full of pure-gold nuggets. In fact, playing through its four commentary-enabled titles will probably teach you more about various aspects of videogame production than any game design book. If you haven’t checked it out but are in any way interested in videogame design, I urge you to do so now.
Here are just a few segments I picked out:
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behind the scenes, design, developer commentary, episode one, episode two, Game design, games, half-life, Lost Coast, Orange Box, portal, steam, team fortress 2, valve, Valve Corporation, Video game
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