Game Progression: An Analogy

An analogy of game progression based on pattern building units in basic graphic design.

An analogy of game progression based on pattern building units in basic graphic design.

The Cloven Designer

Part I of my latest game design article The Cloven Designer  is up at Sande Chen’s blog Game Design Aspect of the Month . (EDIT: Now you can also read Part II  of it.)

Here is a little excerpt that summarizes the basic question of the article:

[…]

The narrator of the story summarizes the arising situation perfectly: “Our emotions lost all their colors and depth, because we felt completely lost between evil and virtue. Both pure evil and pure virtue were against human nature.” (p.89)

Which half of you designed the game?

What about games and game designers? Can they make us feel lost between good and evil through their design decisions?

[…]

 

I’d love to hear what you think about it!