[In English]
« Game designers want to control what player does, why is gonna do it, how is gonna do it, when is gonna do it and what is he gonna feel when is doing it. »
Whether your virtual world is linear or open is not important; some gaming challenges are foreseeable. It’s impossible to share experiences with others when the difficulties and challenges encountered are not the result of personal perceptions. What can we do, what can be done ? The answer: create dynamic games using an expressive language while at the same time teaching the game dynamics in ways appropriate for casual gamers as well for the connoisseurs. If there is not a balance between the two, failure is assured. The gamer must be able to make his or her choices and then experience the consequences of that choice at all stages of the game. Though it’s a question of interactivity, game designers want to control when and how players will evolve in the games.
Jonathan Morin – Lead Level Designer on Far Cry 2, Ubisoft
© 2008 Interface Montréal.
Developed by Philippe Archambault. Powered by Frog CMS.