The question ‘What is real?’ is a popular topic among science fiction films. Audiences are asked to question everything they know about the story playing before them.
With the recent release of Assassin’s Creed: Odyssey and it’s many similarities to The Witcher 3: Wild Hunt I decided to take a deeper look at the format of each game.
Both are critically acclaimed Action RPGs (Role-Playing Games) praised for their storytelling and focus on single-player gameplay. The scope for both games was massive, expanding player expectations of the genre. Yet, as similar as they are, these games feel quite different. I think part of this is due to the way they structure their quests. For the sake of time let’s focus on secondary or side-quests, in particular, The Witcher’s “Family Matters” and AC Odyssey’s “Land of the Lawless.”
Originally Posted: March 2016 More often than not games will borrow from the film industry, whether it be how they frame their shots or how they use lighting to set the tone. The Alien franchise started in 1979 with Ridley Scott helping to pave the way for future sci-fi films and evidently many games. The […]
Originally posted: October 2015 Generally, cover systems allow the player to avoid taking damage or hide from enemies and is commonly seen in shooters. I’m not talking about the kind of cover that you can just stand behind a wall until you get your health back, what I’m referring to requires some sort of interaction […]
In part 1 we talked about the importance of keeping the player’s goal in mind; why we should teach, test, challenge and surprise the player; and why we must be consistent in our designs to create a common language within the game space. I will continue to use the Flight mission to demonstrate where you can see […]