Posts Tagged ‘red dead redemption’

Temporal Worlds in Video Games

Thursday, December 9th, 2010

The strength of videogames is their primary point of difference: their interactivity. So I was struck curious recently by a couple of small flash games which utilised a pseudo-interactive gimmick which demonstrated a flaw in videogame open-worlds in general. Each had its own strengths, but both relied upon repetition of the same ‘level’ (for want of a better term), each time adding subtle changes to make the player feel as though they were progressing. Far from making the games themselves feel cheap (a redundant notion anyway considering they’re both free flash-based games which can be played online), they invoked a feeling of urgency, of a malleable world, and of a sense of importance for the player which can be missing from larger game-worlds.

(I strongly suggest you play both games in question. Each one is 5 minutes long, both can be played in a browser and both are highly recommended. They are Every Day The Same Dream and One Chance.) (more…)

Editing & Pacing in Video Games

Monday, November 22nd, 2010

I suspect it’s very easy for people to get confused at the idea of editing video games. After all, there isn’t really much by way of traditional “edit-points”. Outside of cut-scenes, you don’t usually switch angles, and when you do (primarily done in third-person survival horror games) it’s usually for practical reasons. There are exceptions – you cut to a a closer angle when Edward Carnby approaches the entrance to the tomb in Alone in the Dark so you can better see what he’s doing, sure, but it might also be an angle chosen to emphasise the claustrophobia of the environment. Or, perhaps, to strategically hide the mummy coming up behind Edward to play up the ‘boo!’ factor when we cut to a wide shot again.

Playing angles for cheap scares in Alone in the Dark 2.

What triggers these angle-changes, however, is the player. Maybe it’s moving toward the edge of the screen that triggers it. Or, maybe, hitting the ‘view’ button in a more typical game. So the idea of the art of editing actually existing within a game – especially a first-person game where your perspective is constant and entirely player-controlled – doesn’t seem like a big deal.

But really, when you consider that the pace of a game is so heavily controlled by the player in a video game, it makes the managing of pace not just more difficult – but much, much more important. Let’s take a look at the most common way of dealing with pace…

(more…)