Alright, so in each post I’ll look at five world-building elements:
Rules & Goals (what you can do, and what happens when you do stuff)
Controls (how you manually interact with the game)
Visuals (graphics, animations, menus)
Sound (music, sound effects, spoken language)
Text (written language)
What kind of world do these elements create in practice (as opposed to how the game was marketed or what the developers intended)? How do they encourage or discourage belief in the game-world?
I’d like to be as concise and easy to understand as possible, so I may gloss over parts of games to keep posts focused. I’d also like to keep this blog accessible, so I’ll avoid technical jargon and buzzwords as much as possible. Bear with me- and let me know if anything is especially boring or interesting.
Finally, I’ll try to be as broad and fair with my selections of games as possible, but I’m of course limited to the games I’ve played. Among those, I’ll focus on games that do or try to do something interesting with their world. If a game has a generic world and doesn’t do anything out of the ordinary, for example, it doesn’t give me much to talk about.
There may be some bumps and changes along the way in these early days, but wish me luck and please let me know what you think.