Blog Archives

Cohesive open-world experience of Assassin’s Creed: Brotherhood

I firmly believe that what we as game developers do is create experiences for our players. And all the different areas of the game, – cool gameplay, technology, narrative, audio – feeds into those experiences. How the wooshing sound of Hearthstone cards when you move them helps with that feeling of a physical card game. How the different sound cues of Left 4 Dead depending on the special zombie nearby influence the teamwork aspect of the game. How controls themselves are used as a narrative tool in Brothers: A Tale of Two Sons. And a game is valued best when it all works as a whole.

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Achievements as a Design tool

I have somewhat of a love-hate relationship with video game achievement systems. The ‘hate’ comes mostly from the fact that I tend to really disagree with how they are used nowadays. I believe achievements can and should be part of a game’s design, but more often than not they’re relegated to just some medals for completing certain parts of the game or pure boring grind. There are also skill-based achievements, like getting a perfect run in Super Meat Boy, – I think those are perfectly valid since, well, you have to actually achieve something. But then there’s achievements that can motivate the player to experiment with the game, try out different things, and it seems to me there’s just too few of that.

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