Blog Archives

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!

Advertisements

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!

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 Hero’s Journey of Brothers

Welcome back to this 2-part post series about the Hero’s Journey. In this post, I’m going to talk about the game Brothers: A Tale of Two Sons, and how Vogler’s rework of Campbell’s structure is applied to it. Please note that I’ll reference the previous post about Journey a lot, so please read it beforehand 🙂 That said, let’s continue.

Read the rest of this entry

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.

Read the rest of this entry

Creating Emotional Arcs With Weapon Progression

There are many tools we can use to create emotional arcs for the player, as well as the character(s) of the game. The list consists of, but is not limited to, narrative structure, visual design, level design, gameplay mechanics, and many other things. In this particular post, though, I want to explore how weapon progression can play a big role in providing a certain emotional experience, on the example of Uncharted: Drake’s Fortune. Be warned, there will be spoilers.

Read the rest of this entry