Michael Brough excels at designing systems that are simpler than they sound—better understood through exploration than explanation—and his grid-based games keep getting smaller and more complicated. In Imbroglio, his latest, your little dungeon-crawler has two health counters in the form of hearts a
In his recent book Spelunky, Derek Yu writes about the process of designing his 2008 (and 2012 remake) game of the same name, and often refers to the difficulties introduced by the decision to generate levels randomly. He describes trying to make sure that every time a level is generated, it is new,
Popularized by the 122 tape-recorders scattered across BioShock’s (2007) sunken city, the audio-log is a device for dispensing story details in voiceover to a player who might be more absorbed by shooting baddies. Audio-logs allow for writing to be integrated into a game which otherwise would not su
The first paper note in Wood for the Trees asks: “don’t you just love reading notes on lamp posts?” Images and icons present in other first-person Unity games like Slender (2012) or Andrew Shouldice’s Hide are on display here too. The same note makes reference to “a missing beloved one” addressed by
The player piano was a big deal in the early 1900s—if you could afford one, you could hear piano music in your home as performed by the machine itself, reading off rolls of punchcards pre-loaded with popular tunes. These early digital music devices fell out of fashion as the analog phonograph reprod