From the featured article the Cabal: Valve’s design process for creating Half-Life, Developers can learn new and innovative ways to make games better. The team created a game full of unique monsters, captivating levels and more, but it wasn’t fun. If the challenge wasn’t solved the developer’s way the conflict couldn’t be resolved. The levels stood [...]
Posts Categorized: Blog Response
As soon as the player walks to the second floor, the player’s sight should be attracted by the warning sign on the door on the end of the hall way. However, the players would most likely not going straight to that door to explore the room. From the logic that the player learned so far, [...]
Based on a set of specific examples it is comfortable to say that the game Gone Home Creates a narrative gaming experience for the player with consecutive affordances and creative uses of symbols.