Articles tagged game design, machinarium

Gaming Whiplash and the Tragedy of Expectations

Looking back at games like Mirror's Edge or The Wind Waker it seems that when video games offer unexpected experiences, the results are not always pleasant.

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The Seriously Absurd Case of ‘Vanquish’

Unlike games like Uncharted, in which players must willfully ignore ludo-narrative inconsistency, Vanquish acknowledges its mechanical challenges and lets them exist independently from the plot.

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Quiet Practicality: Non-verbal Communication’s Mechanical Strengths in Online Gaming

Voice chat is often the most obvious way to communicate in online games, but sometimes creativity and practicality can arise from silence.

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‘Lugaru HD’: Going in Blind

Lugaru HD surprised me, and not just because I hadn’t expected it to be a game about knife-wielding rabbits. It revealed how often I let my experiences with past games define my responses to new ones.

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Puzzling Messages in ‘Picross 3D’

Picross 3D might not have a "story" in the traditional sense, but it still has a lot to say.

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Grasping ‘Inside a Star-filled Sky’

Inside a Star-filled Sky illustrates the challenge of making a game that tests a player's reflexes and beliefs.

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Nested Design in ‘Stacking’

Stacking's matryoshka dolls are more than a quirky aesthetic; their nature reflects the game's approach to design and storytelling.

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Frustration, Failure, and Intent in ‘New Super Mario Bros. Wii’

Like war in the Fallout universe, Super Mario never changes. The game may seem demanding or even harsh in terms of its skill requirements, but its rules are consistent in philosophy and practice.

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The Problem of the Inevitable (Yet Challenging) End in Video Games

Finishing certain video games is often a question of will rather than a test of skill.

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Photo Opportunities in Video Games

Paradoxically, the same dissociating effect of observing the real world through a camera's lens tends to envelop and immerse players in a game world.

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11 Aug 2008 // 9:00 PM

L.B. talks about the convergence of game designs and the idea of creating one universal model in a single game.

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//Mixed media
//Blogs

"Island of Lemurs: Madagascar" Is Cute but Spooky

// Short Ends and Leader

"This flick is a superficial but eye-popping survey for armchair nature tourists.

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