Due to being overwhelmed with projects and work, I didn’t get a chance to talk about horror for Halloween. However, I still want to discuss the challenges of horror design. Despite the number of games from the Indie space, good horror design in video games is quite difficult to pull off, and makes for an interesting discussion.
Today’s Critical Thought returns to the topic of Morality in Video games. First popularized by Knights of the Old Republic, morality became the “buzz mechanic” of the 00’s. I talked about my problems with it, while trying to find examples of when it actually worked. I had a little extra to say at the end about games that avoided black and white morality.
I’ve been playing through Rise of the Tomb Raider lately. Going through it, I’m finding myself in the same position as the first game: Liking it, but not loving it. And one of the major reasons is how the game fails to balance the gameplay with the story they want to tell. For today’s post, I want to expand on this clash between gameplay vs. story and how it created a ludonarrative dissonance.
This week on the cast, I sat down with more of the great folks at Failbetter Games. This time I spoke with Narrative Editor Olivia and Writer James to talk about the work that goes into their writing.