Remove Art Remove Cutscenes Remove Game Designer Remove Puzzle
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Secrets in Videogames

Keith Burgun

Before I get started, I should make it clear which context it is that I’m talking about: single player, somewhat narrative driven videogames, like RPGs or adventure games. This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. The same is true for secrets in games.

Fantasy 52
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Sandbox vs themepark

Raph Koster

This, in fact, was what my signature design style was. Highly narrative, intricate puzzles, and immersive storytelling. Crafting in other games was mostly one-off stuff tied to quests, or really simple magic item creation. It’s stuff that single-player game designers know how to do. And crafting!

Sandbox 64
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Giving up on the “1P Strategy Game”

Keith Burgun

Indeed, one of the main starting points for the design was that it wouldn’t be a puzzle, standing in contrast to the highly puzzle-like nature of Advance Wars. I think the bigger problem is that this pursuit of the 1P Strategy Game has really hampered my games’ ability to connect with players.

Games 52