#44 Open World Quest Design: Ocularis

The Ocularis-series goes on, this time about quest design in an open world. Open World Quest Design Quests, by their very nature, are in tendency more linear in style since they are based on dependencies between events/goals (at least in my conception). And even though quests with small depth and/or great width are possible (e.g.ContinueContinue reading “#44 Open World Quest Design: Ocularis”

#43 Tutorial: Ocularis

Today’s post is about tutorial construction in general and in specific. Tutorials … are about introducing the player to the game experience. This means that the core mechanics (meaning the ways the player can interact), the overall pacing and atmosphere/theme all need to be set up. So a key element to tutorials is the repeatingContinueContinue reading “#43 Tutorial: Ocularis”

#42 Quest Prototype: Ocularis

After a long time of failing to continue, finally a new post. Hopefully a series of them. Prototyping I bring with me something I learned during my university courses: Making a prototype is answering one question. So no matter how aesthatically unpleasant or technically unstable the result is, if it proposed answers to the questionContinueContinue reading “#42 Quest Prototype: Ocularis”

#41 UI: Ocularis

Back from vacation I’m carrying a lot of new ideas with me. Some of these have already started before, some are new. This post is about how UI storytelling is employed in a project I’m participating: Ocularis. Aesthetic Cohesion and Dissonance A while ago I wrote a post about how video games present themselves viaContinueContinue reading “#41 UI: Ocularis”