Jay has a post titled, Are Graphics Really Killing Gameplay? He talks about how interesting gameplay elements like climbing walls and vaulting over things are often left out of games simply because of the expense of depicting them in 3d. (An odd aside, I have a post with almost the same title in the queue planned for next week, but mine focuses on the way 3d hardware evolution is screwing up graphics evolution.)
This reminds me of how the game Fallout handled this. Your character had many skills they could use in the game: Heal, hack computers, repair things, tie ropes, pick locks, etc. Rather than making animations for all of these activities, the designers just had this animation of your character leaning forward and sort of moving their hands around at the target object. To my eye it looked like you were tickling it. This was really funny, watching my character “tickle” a door open. However, once I got used to it I stopped thinking about it. The fact that I could do those things was way more important to me than how I looked while I was doing it.
So what happens when a SOFTWARE engineer tries to review hardware? This. This happens.
The Gameplay is the Story
Some advice to game developers on how to stop ruining good stories with bad cutscenes.
Silent Hill Turbo HD II
I was trying to make fun of how Silent Hill had lost its way but I ended up making fun of fighting games. Whatever.
The Biggest Game Ever
Just how big IS No Man's Sky? What if you made a map of all of its landmass? How big would it be?
The Best of 2012
My picks for what was important, awesome, or worth talking about in 2012.