All posts by Brendan Keogh
tombraider

You know what I love? Acting. I love games that encourage me to treat the world like a stage and my playable character like a role to perform. I love not using my character as a mere tool to do what I want to do, but doing what I think my character would do.

When a game makes me feel like I should act out the role of the character, it gets me out of the mindset that I should play in the ‘perfect’ or ‘most efficient’ way, and instead makes me feel like I should play in the way that best strengthens my own version of the story.

Half-Life 2

You know what I love? Simulated physics. I love watching objects fall and tip and fling and crash and crumple in dynamic and believable ways. Simply by implementing a believable (not necessarily realistic) system of physics and gravity that affects the objects in the game word, a game is given a literal and figurative weight, and is opened up to all kinds of dynamic and exciting outcomes.

Half-Life 2 is nine-years-old. Nine years! Since then, simulated physics have become so common-place as to hardly be noticed.

Deus Ex

You know what I love? Having a body in first-person games. I love looking down and seeing legs. I love feeling like I actually have a body inside the virtual world, like I have a material presence.

In most first-person perspective games, I just feel like I am a camera flying effortlessly through a space. The movement is usually frictionless, determined to make the translation of my intentions as direct and transparent as possible. In multiplayer shooters, this makes sense, as the competitive play is all about my skill as a player. But in a single-player game, I want to feel like my character has a real presence in this world. I’m more concerned about feeling like I am part of something than I am with being able to play ‘perfectly’.

Far Cry 3

You know what I love? Unreliable narrators. I love stories where I can’t trust the storyteller. I love how such stories draw attention to the way they are presenting me information, the way they insist that I be critical and suspicious, and the way they show me that every story is presented from a particular point of view. In videogames in particular, I love how this unreliability of the narrator (usually the playable character) feeds into everything I experience in that world.

I love being forced to wonder if I am seeing this world as it really ‘is’ — or just how my character wants me to see it.

BioShock Audio Diary

You know what I love? Finding journals scattered around a game’s world that reveal fragments of a story and help me better understand that world and its inhabitants. These days, such journals are most commonly audiotapes of some kind, but they can also be written material like emails or newspaper clippings. When implemented properly, I don’t just feel like I’m exploring a physical space as I move through it, but I also feel like I am discovering a lived-in place as I come to understand the relationships of the people that live — or used to live — there.

Dark Souls

You know what I love? Grinding. Sometimes. It depends on the game, obviously, but I don’t think grinding is as inherently bad as we often make it out to be. Repetitive tasks can be enjoyable and relaxing. They can be meaningful in and of themselves, not just for the promise of a reward. Sometimes the fun is in the process.

BioShock Infinite

At a recent preview event, games.on.net had the chance to sit down with Bioshock Infinite‘s Bill Gardner, Director of Design at Irrational Games. We spoke about gear customisation, linearity in gameplay, how to handle the colourful racism of the 1920′s, and striking the right balance between ‘gamey’ and immersive.

BioShock Infinite

Bioshock: Infinite starts, much as Bioshock starts, atop a stormy ocean with the player approaching a lighthouse. This time, though, we aren’t descending into the deepest, darkest bowels of the ocean. Instead, as we’ve all known since that fish tank was symbolically smashed in the first Infinite trailer, we are ascending into heaven.

Borderlands 2 Goliath

You know what I love? The Goliath enemy in Borderlands 2. While initially it might seem like just a slightly larger bullet-sponge than all the other bullet-sponge enemies in the game, the Goliath allows several unique engagements from the player that greatly mixup Borderlands 2’s base gameplay.

Perhaps more accurately, the Goliath demands the player engages with them in unique ways. They force the player to think, and they can become an embodiment of the player’s self-defined goals.

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