Role-playing video games

Posted by xeophin

Clearly, Fable II has to tell a story. Unfortunately, the designers are so intent on telling this story that everything else becomes secondary.

Fable II is the first game I finished after my vow to actually finish games I started playing. I thought it would be a good idea to write reviews of those games as well, as a way to analyse its strengths and weaknesses, as well as strengthening my own analytical eye.

Fable II is one of the games my brother left me when he gave me his Xbox 360. Since most games by Peter Molyneux are highly praised, I decided to give it a go. And indeed, the first impressions are marvellous. The world is lush and richly coloured. The game features a day-and-night cycle, resulting in breathtaking sunsets and sunrises. You clearly get the impression of a world of wonders, made for you to explore. This first impression is not entirely wrong; in fact, it is wise to keep remembering that later on.

Posted by xeophin

Robert Yang kindly asked me to translate the article about my level design considerations for my bachelor's thesis game. I'm slightly afraid that he is going to be disappointed, since this is not so much a theoretical approach to architecture and level design in general, but rather my thoughts and motivations for creating the specific level architecture for my own game.

Some Background

My bachelor project is going to be a serious game aimed at 13 to 15 year old students. It is trying to raise awareness of (homophobic) bullying.

Using a first-person perspective, the player starts out in what seems to be some sort of adventure game, but in the course of the game will be forced to change the character. This does not only change the way s/he sees the world (every character sees the world differently), but also how s/he can communicate with other people – and s/he will have to deal with the behaviour of the character s/he played before, since the player's previous choices are imprinted on this character. Confronted with her/his own behaviour, the player should be able (in the best case) to reflect on her/his way of treating other people.

When starting to design the level, I considered the following points to be the main guiding lines:

Isolation

With the game being a serious game and a bachelor's project, I have neither the time (now) nor the money (in the future, when, hopefully, I'll be able to finish and publish the game) to create a large, open world.



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