Category Archives: Blog

Of Telltale Formula and Game of Thrones

In this video we’ll talk about the so called Telltale formula coined by The Walking Dead, how it should adapt to apply to Game of Thrones franchise, and why Game of Thrones should not allow to retry failed game segments.

Thanks for watching! Feel free to leave any comments below! 🙂

And if you’d like, consider supporting my work on Patreon! Thank you very much!

Why Dark Souls Should Have an Easy Mode

We’re going to talk about the nature of difficulty levels and difficulty scaling, and how that should apply to hardcore games like Dark Souls.

Thanks for watching! Feel free to leave any comments below! 🙂

And if you’d like, consider supporting my work on Patreon! Thank you very much!

Farlands Newsletter – June 17th 2017 – E3, Darksiders, and more

New newsletter video where I talk a little bit about the progress on next video, the recent E3, and Darksiders.

So this is all for this week’s newsletter. Thanks for your time! Feel free to leave any comments below. If you’d like to keep an eye on my future blog posts, feel free to follow me on Twitter @farlander1991 🙂

And if you’d like, consider supporting my work on Patreon! Thank you very much!

Farlands Newsletter – June 7th 2017 – Commissar Doggo, Next Video, and more

I decided instead of text newsletters I will do video ones to make sure that there are regular updates on the channel. So this is the first one 🙂

The link mentioned in the video: http://www.scottfinegamedesign.com

So this is all for this week’s newsletter. Thanks for your time! Feel free to leave any comments below. If you’d like to keep an eye on my future blog posts, feel free to follow me on Twitter @farlander1991 🙂

And if you’d like, consider supporting my work on Patreon! Thank you very much!

Characterization Through Mechanics

In this video, we’ll talk about the importance of mechanics in adding depth and personality to characters in games on example of Thomas Was Alone and few other games, and what things we need to take into account when adding or reusing mechanics in the games we make.

Thanks for watching! Feel free to leave any comments below! 🙂

And if you’d like, consider supporting my work on Patreon! Thank you very much!

Farlands Newsletter – 26.05.2017 – DevGamm, Next Video, and more

Hey all. So last weekend I got back from DevGamm Moscow 2017, which is why there was no newsletter last Friday (which, to be fair, was chosen absolutely arbitrarily as the newsletter day just because I happened to post the first one on a Friday). The conference was very cool, met some very nice people and listened to some cool talks. I think my own presentation went very well considering that I was absolutely calm until the very second I started speaking infront of the crowd. I guess this means that 7-8 years of dancing might remove fear of stage, but not anxiety to talk. At any rate, the conference is over, which means…

Next Video – Characterization Through Mechanics
This week I’ve started working on new video! The topic is characterization through mechanics, mostly on the example of Thomas Was Alone. The script is already written, all that’s left is to edit it and record and make the video itself… so quite a bit, but hopefully at some point next week it will be done.

Darksiders
I haven’t had a lot of time to play since last newsletter, but I did check out some games. One of them was the first Darksiders (Warmastered Edition to be precise). I had both Darksiders games for a long time but never had played them, and the recent announcement of Darksiders 3 has inspired me to actually go through them. So far I enjoy it quite a bit, and can see where the Legend of Zelda comparisons come from. Will talk more when I finish it or get close to finishing it.

Batman: Arkham Knight
I also started playing and almost completed Arkham Knight. It’s… it’s engaging enough that I played several long sessions so far, but the game is problematic.

Problem #1 – Batmobile. More precisely the frequent tank battles and the desire to create arbitrary obstacles to use batmobile with. For movement it’s absolutely fine, but by the end of the game the battle portions with batmobile get so tiresome. ‘He’s got a Rattler!’ or variations of it is a phrase that I heard just so. Many. Times.

Problem #2 – The notion that the games takes place all in one night. It worked for Asylum, was pretty stretched but still worked in City, but in Knight it’s just not feasible and that removes from immersion.

Problem #3 – Fake stakes. The whole narrative rests on the concept that there’s just too much shit for Batman to handle, and that’s how Scarecrow wants to break him. The problem is, even though the game tries to show that there’s dilemmas going on, ‘oh who will you go save, Catwoman or Barbara?’, ‘While you were chasing me how many crimes there were that you didn’t stop?’, etc., there’s no actual choice because you can do everything in the game.

Problem #4 – Indoor level design. There’s very few of proper indoor levels, and they’re not very big. So we have a bunch of gadgets that we rarely use (for example Line Launcher that’s available from the start of the game, I think I used it about… 10 times at most), but the indoor content is not as expansive as it was in Arkham Asylum or Arkham City. Most of the things are happening outdoors.

Problem #5 – The titular Arkham Knight. It’s… let’s just say there was a lot of awesome build-up that didn’t amount to anything really.

So this is all for this week’s newsletter. Thanks for your time! Feel free to leave any comments below. If you’d like to keep an eye on my future blog posts, feel free to follow me on Twitter @farlander1991 🙂

And if you’d like, consider supporting my work on Patreon! Thank you very much!

Farlands Newsletter – 12.05.2017

Next Video
So in my last newsletter I’ve mentioned working on the next video on the topic of Ocarina of Time and its reputation in the gaming community. This particular video is kinda on a backburner now. I wasn’t too happy with the result and couldn’t get it quite right. Focusing just on Zelda felt like I was bashing it, which wasn’t what I wanted to do, and as I tried to fix it the video started transforming into a much broader topic regarding the iterative nature of games and time span of their relevancy. Which I think is an important topic, but also one that I need to give more thought to, so for now it’s in the backlog. I’m thinking to work on a video on the topic of characterization through mechanics, however I don’t know if I’ll manage to release any videos until the last full week of May, because…

DevGamm
I’m travelling to Russia next week to be a speaker at DevGamm, have a talk on the topic of Cohesive Game Experience. The trip will take the most of my week, and while I am excited for it, preparing and actually travelling will take time away from the work on the videos.

Bioshock Twist
I finally got to the twist in Bioshock, and I’m very disappointed. Like, to the point that some time after it I didn’t even want to finish the game anymore. You don’t do a twist meant to comment on the futility of player agency, and frame it all in a cutscene. Without even button prompts. The moment where we need to pick up a wrench is a better commentary on the topic than what the cutscene tries to be.

Tales from the Borderlands
Tales from the Borderlands, on the other hand, I did finish, and it’s absolutely amazing. I was actually really surprised how much I cared about the characters by the end, because Borderlands as a world and characters wasn’t something I was particularly interested in before. Makes me want to play the FPS game, because I’ve played only the first one, a long time ago, and not for too long.

Tony Hawk’s Pro Skater 2
I’m also continuing my adventures in trying out classics that I, for one reason or another, did not play previously. This time it’s Tony Hawk’s Pro Skater 2 and I gotta say I’m having quite a bit of fun with this. The game actually teaches the player its mechanics in an interesting way, and either I’m gonna dedicate a little video to it, or have it mentioned in some other video on a more general topic, we’ll see.

So this is all I have to say this week. Thanks for your time! Feel free to leave any comments below. If you’d like to keep an eye on my future blog posts, feel free to follow me on Twitter @farlander1991 🙂

And if you’d like, consider supporting my work on Patreon! Thank you very much!

Farlands Newsletter – 05.05.2017

Welcome to the first Farlands weekly newsletter where I’ll write about what’s been happening with the project and me in general.

The Legend of Zelda: Ocarina of Time
So I’ve been playing quite a bit of Ocarina of Time recently. For the first time. In fact, this is my first Legend of Zelda experience ever. It’s surprising how one can play thousands of video games and still never experience some classics.

I’ve enjoyed the beginning quite a lot. The whole young Link section has some excellent world-building, as well as very cool design decisions. And the dungeons have good difficulty ramp up.

For me, however, the game started falling apart a bit in the Adult Link section. There’s a number of design decisions that lead to frustration. For example, Forest Temple has a chain of locked doors one after another, I think there’s four in total. So many locked doors in a row make exploration quite a chore, honestly.

Fire Temple is much better in that regard, however the way we get the Fire Tunic makes absolutely no sense. We need to stop a rolling goron in the Goron City with a bomb. There’s a similar situation when we play as Young Link, and if we do that we get a bomb pouch. So you don’t expect this other rolling goron so important, especially considering that it’s clear that you need to go somewhere in the Death Mountain crater anyway.

These are just some of the frustrations I’ve met, there were more, and by the time I got to the infamous Water Temple, the act of taking Iron Boots on and off really just made me quit. And it’s a shame, because I think the game is good, exemplary even in a lot of areas, but it feels like the development through the Adult Link section was either rushed or not playtested as much as the Young Link section.

Next Video
Mentioning Ocarina of Time is very relevant, as currently I am working on the script regarding its current reputation as the best game ever, and the implications of that fact. I have noticed that topics along these lines can be considered touchy among gamer population, but I hope that, with me being constructive and respectful, there’s not going to be any pointless controversy risen, but a healthy discussion.

I also would like to note that this topic came to my mind while I was still playing the Young Link section before the frustrations of the Adult Link part started adding up, so that didn’t have any effect. I would just like to make that clear.

Hopefully the video is gonna be released next week, but might be later depending on my schedule.

BioShock
I started playing BioShock two times, and for some reason I’d always abandon the game after reaching Arcadia. However, recently I started playing BioShock for the third time, the Remastered version, and now I finally got further than Arcadia, beaten Fort Frolic recently. And… while I do want to keep going, I don’t know.

Even back in 2007, I didn’t really understand BioShock’s reputation as a game with absolutely masterful storytelling and narrative, and still don’t. It’s true that I didn’t get to the twist back then which got spoiled for me, but even knowing it and that it’s coming… I don’t know.

It’s a great game! It’s tense, suspenseful, the world-building is amazing, level design is great. But does it have masterful narrative as a whole? Eh, I don’t know. Maybe I’ll change my mind once I get further into the game.

But let’s even take Fort Frolic. It’s a section that doesn’t have anything to do with the main conflict, literally puts you out of it and blocks from even listening to the other characters until you complete it. People call it the greatest BioShock level, and on its own merits I agree, the level is amazing, but I can’t get rid of the feeling of just being ripped out of the whole narrative to just do something absolutely unrelated, even though Cohen is a very interesting character.

ABZU
Courtesy of PS+, I played through ABZU. It was an enjoyable meditative experience that I recommend to everyone, however it feels like it tried to emulate Journey too much. And I don’t mean the art style (the game’s creator is Journey’s art director, so that makes sense… plus the art style is very cool), but the overall experience.

ABZU is trying to pull the same strings in players that Journey does, and just like Journey its narrative and level design/progression are fully based on the monomyth, but for me it wasn’t as emotional as Journey. Still a great game, though!

Tales from the Borderlands
Another game I’m playing thanks to PS+ and enjoying quite a lot. I’m just two episodes in and I’m really interested to see where it all goes. Episode 1 was pretty fine, but Episode 2 is the one that sealed the deal for me to keep playing. And I gotta say, this TellTale series is worth playing just for the masterfully done intro sequences alone, they’re amazing.

So this is all I have to say this week. Thanks for your time! Feel free to leave any comments below. If you’d like to keep an eye on my future blog posts, feel free to follow me on Twitter @farlander1991 🙂

And if you’d like, consider supporting my work on Patreon! Thank you very much!

Relationship Between the Player and the Game Through Controls

In this video, I look at Brothers: A Tale of Two Sons, The Last Guardian and Tearaway Unfolded to talk about how they use controls to elicit feelings and create strong emotional bonds.

Thanks for watching!

The 4 Types of Randomness in Hearthstone

Card games, trading and collectible including, always have had certain randomness to them – at least because the deck is always shuffled so you never know in which order you’ll draw your cards. Hearthstone, being a fully digital card game, tries to expand upon what kind of random effects one can achieve while playing. Some people are happy with these experiments, some are not. But let’s take a look from design perspective at the different kind of randomness in Hearthstone and how they can be perceived by players.

Read the rest of this entry