#49 Attention: Ocularis

Today I’ll explain how I learned about a new principle and applied it. Attention The idea of attention shouldn’t be new to most people, and the design principle connected to that won’t be particularly revealing either. Attention is a mechanism of the human brain that manages the focus of its inner and outer senses: WhereContinueContinue reading “#49 Attention: Ocularis”

#48 Staging: Ocularis

Overall, mainly my recent consumption of seeing CD Projekt RED Quest Direktor Paweł Sasko play Cyberpunk 2077 leads to this post. You can join in this source of knowledge and inspiration on his twitch (or YT) canals. Staging For any game with seamless camera direction (meaning e.g. no or almost no cutscenes), staging is probablyContinueContinue reading “#48 Staging: Ocularis”

#46 Pacing: Ocularis

This post’s theoretical input has been in my head since the very beginning of this blogging project. I often intended to write a rather lengthy post about it, but here we are: Time is short and I enjoy writing these small but kinda punchy posts, so no in-depth philosophical inquiry about that topic (though ifContinueContinue reading “#46 Pacing: Ocularis”

#27 Suspense

While we dived into enduring things last time, today I’m going to write about how to use those things which aren’t there yet. It is about the feeling called suspense. Afterwards, I’ll apply my learnings in an unexpected manner. Suspense That, of course, was a lie. But it showcases what I mean: The feelings thatContinueContinue reading “#27 Suspense”

#20 Expectation Management & The Witcher 3

Today I’ll introduce to you a perspective on the design of any experience – that is, of course in particular quest experiences. To be concrete: We’ll look at expectation management starting from concepts adapted from fantasy author Brandon Sanderson. Through that lense I’ll afterwards look on my Witcher quest and continue developing it. Expectation ManagementContinueContinue reading “#20 Expectation Management & The Witcher 3”

#04 On Experienced Games (and Assassin’s Creed)

Today I will try to examine more closely how player experience fits into the framework I have build so far. Consequently we will turn away from looking at how a game exist in our real world towards the subjective experience of a player who is faced with a game. In the second part I’ll presentContinueContinue reading “#04 On Experienced Games (and Assassin’s Creed)”