Thoughts on Experience, Game and general design.

Thoughts on Metal Gear Solid 4

Posted: May 31st, 2009 | Author: fsouki | Filed under: Game Design | Tags: , , , | No Comments »

I just finished Metal Gear Solid 4 after a 15 hour-long playing session - almost one full year after its original release - and I feel like I should say something, like I should get off my couch and salute it with a nostalgic look on my face. Read the rest of this entry »


Game mechanics that tell stories

Posted: February 24th, 2009 | Author: fsouki | Filed under: Game Design | Tags: , , , | 3 Comments »

Even though we are all still searching for the ultimate interactive storytelling experience, it is hardly arguable that video games have made progress in bringing slices of interaction into storytelling or, given their nature, storytelling into interaction. They have managed to do this in many ways, some of them definitely more effective than others, including examples such as Indigo Prophecy, KOTOR or Story Machine games such as Civilization or any sports game.

But there is a particular kind of interactive storytelling that I find more compelling than the others, even though I do not really think it holds the key to the zenith of interactive storytelling. I am talking about game mechanics that tell stories: player interactions that are charged with meaning and go beyond simple button presses – they are translated into story elements that bring us closer to the characters and closer to the story. Read the rest of this entry »