Tag: Game Design

In Defense of Ludonarrative Disonance

In Defense of Ludonarrative Disonance Ludonarrative dissonance is a critical game term. Its most basic understanding is when the gameplay of a game does not match with the fiction that it presents. First coined by Clint Hocking, creative director of Splinter Cell (Ubisoft, 2002)  and Far Cry 2 (Ubisoft, 2008) , in his 2007 essay “Ludo Narrative Dissonance in Bioshock,… Read more →

Interactive2 – Balance

Balance Abstract Balance is an asymmetrical couch co-op multiplayer platformer puzzle game. Three players, controlling different characters with different roles and abilities, will working together to advance form one level to the next by solving puzzles. The player who controls the main character will be isolated from the other two players. The isolated player will also be wearing headphones, further… Read more →

Super Mario Bros 1-1: Understanding Player Psychology

    Super Mario Bros. Super Mario Brothers(1985) is a platformer adventure game designed by Nintendo’s Shigeru Miyamoto and Takashi Tezuka developed for the Nintendo Entertainment System (NES) In this game, the player controls an Italian – American plumber by the name of Mario and travels through the Mushroom Kingdom to save it’s Princess, Princess Toadstool (who in later iterations… Read more →

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