The articles are sorted by date, with the newer ones at the top.
The use of cut-scenes in Dark Souls - usefull, unnecessary and bad ones.
The player is forced to loose, repeatedly, although she could've succeded.
Labels can change the way we think about anything. Dark Souls make smart use of labels.
Are multiplayer fights in Dark Souls unfair? If so, which aspects of them? And why?
This article tries to explore why personal attacks are common in games such as League of Legends.
Why not all DS game's save systens are equal.
I suggest you read "Breaking the world's
rules truths" before this article. The article examines what happens when an enemy's and player's strength varies between the story- and interactive world.
Why one action is more dramatic than another action. The importance of build up. Examples are drawn from Counter Strike, Gears of War 3 and Battlefield 3.
Explains negative- and positive feedback loops, comebacks, and why they'e important for the gun game gamemodes.
Rules which increase the chance that the developers will listen to a testers feedback.
The difference between the interactive- and story world in games. How they often have separate truths, which clash against each other.
Bastion wants you to master many tactics, many other games allow you to succeed by becoming good at one. Bastion also makes use of an interesting difficulty system, which I'll analyze.
Several games allow the player to completelly remove some of the their challenges, while others only allow her to make them slighly easier.
The different inventory systems used in Deus Ex (DE), DE: Invisible War and DE: Human Revolution. Why the grid system worked better than the list system.
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