E3 has hit once again and with it we’re seeing a new raft of games punctuated by the return of a favorite series of mine: God of War. Â But wait I’m sensing a trend over the past few years in game controls and setting:
So I love free-roaming adventure and I’m a fan of over-the-shoulder third person controls. Â I’m also unbelievably thrilled that lush landscapes are possible in modern games and that we are past our “green and brown” stage. Vegetation punctuated by ruined structures can be endlessly fascinating to explore.
However, the first three God of War games were pretty rad in their settings and control scheme.  I’m sure I will play the hell out of the new one.  But I do like it when not every game evokes Sky-Zero-Charted-Cry-Raider when it comes time to make another one.
Ironically, the lush greenery used to be the exception, not the rule…  la différence.  Now I’m totally interested in what never-seen fresh place games will take us next.
Variety is nice!









With all the
The above list may sound a bit simplistic…
Enormous games like open-world titles can be the toughest to nail down. They are inherently about breadth… If you added all the micro-activities in
Again, Pillar Values should be so strongly executed that they should be obvious in a game’s execution. It’s easy to tell what some of them were on successful games:
Cuts happen, and they happen constantly throughout a project… They are driven by producers working to fit the project to a schedule, by artists or audio people who are asked to generate too many assets, or by programmers who must trim down an overambitious technical plan. They are a required part of a game reaching completion, and since a game that doesn’t ship is a guaranteed failure, it’s worth accepting cuts for the opportunity they can provide.