Opinion: The breadth of game design

Jean-Paul LeBreton, BioShock 2 lead level designer, on Gamasutra writes:

"As of 2009, the game industry seems to want two fairly contradictory1 things:

- Make games, using proven mechanics from the last 20 years, that sell millions of copies.
- Give people a broad range of experiences that affect them as powerfully as those found in other forms of art.

We can debate whether encompassing a broader range of human experience is indeed a goal of importance, but if even a God of War game feels the need to have a scene like the one shown above, you might at least concede that it's something many developers seem interested in furthering."

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