tag:blogger.com,1999:blog-10293499.post114178834815414577..comments2024-02-13T17:30:02.808-08:00Comments on Design Synthesis - structure.function.relation: Gamestorming: Images of WarDeaconhttp://www.blogger.com/profile/03676351336106101412noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-10293499.post-1145853272271034282006-04-23T21:34:00.000-07:002006-04-23T21:34:00.000-07:00The main issue would be empowering the player's jo...The main issue would be empowering the player's journalist character. In a warzone environment there would be the danger that the player feels like the least powerful actor on the scene; whereas the soldiers can influence events directly with their weapons the player may only influence the situation indirectly and after the event. The player would need to feel like it was their story - that the war, as it was, was working for them.Greg Tannahillhttps://www.blogger.com/profile/00823898295759037081noreply@blogger.comtag:blogger.com,1999:blog-10293499.post-1142500629189075722006-03-16T01:17:00.000-08:002006-03-16T01:17:00.000-08:00A year or so back now we designed a concept for a ...A year or so back now we designed a concept for a client called 'The Inside Story', which was set in the late 1950's /early 1960's. The entire game was based around investigative reporting, against the background of the tensions leading to the Cuban missile crisis. The client went ahead with other concepts we designed for them in the same 'batch', but I have a great fondness for that concept design. In essence, it was a stealth-action game but substituting camera work for gunplay. (The player had no violent options at all - the worst thing they can do is blind someone with their flash). <BR/><BR/>Anyway, I don't really have a point, but your post reminded me of this. :)Chrishttps://www.blogger.com/profile/07550565723765898399noreply@blogger.com