Pay-off In Puzzles.
Whats the point? When going into a puzzle, that should be the overriding question. WHY is the puzzle there? Is it just to prevent the player from moving forward? Or will the result of the puzzle have an effect on the game world? Personally, I prefer it when it feels
Creating worlds.
I have a theory about why there are so many Star Wars fan fictions and fan films. Its much easier to write something when you are constrained by a series of rules. I can bet that if I asked, anyone reading this could quickly come up with an outline for a story set
In game Computers.
When I first played DOOM 3, the thing that really stuck out to me was how each computer you interacted with had a somewhat unique feel to it. Its amazing how that small detail fleshed out the world so much for me. I actually got excited when looking at a
A quick way to design puzzles.
There are quite a few articles and discussions about puzzle design. When I go to a gamedev, or Adventure Game forum, usually the first thing I search for is Puzzle Design. There are hundreds of different techniques out there to develop effective AG puzzles. Here is one that I use quite