Alex Belzer's Blog
Alex Belzer works as a scripter-designer in NYC on an unnamed action RPG. In his spare time he plays Dark Souls.
"My Only Crime Is My Love For Absolute Chaos "
Puzzles in games can give great meaning to the game itself. Sometimes they are harbingers of nihilism, too.
Revisiting the unsettling, brilliant use of interactive narrative in Silent Hill: Shattered Memories.
A reaction to Niklas Akerbald's No More Sweden presentation on art and videogames.
Alex Belzer's Comments
[News - 11/03/2014 - 03:54]
Got a chance to play ...
Got a chance to play it at No Quarter. The game is genius. Gazing meaningfully into each other 's eyes to try to intimate which card a sexual or romantic move to play next is actually part of the gameplay. When the hell has gazing into each other eyes ever ...
[Blog - 10/13/2014 - 02:11]
This topic, and even an ...
This topic, and even an in-depth exploration of this very same Zelda dungeon, has also previously been explored in this old article right here: http://www.gamasutra.com/view/feature/134949/learning from the masters level .php
[Blog - 09/19/2014 - 01:27]
Have you read about Ian ...
Have you read about Ian Bogost 's concept of proceduralist rhetoric There 's some overlap here-- it 'd be interesting, as an exercise, to see if those methods could be used in stories-as-game, and not just abstract metaphors-as-games.
[Blog - 08/19/2014 - 02:48]
@Chris r n r nHow ...
@Chris r n r nHow about: Art is a PROCESS of playing a game of make-believe in order to achieve an epiphany r n r nI think you really hit the nail on the head with the Epiphany being key to games/art. I 'm sure there are plenty of counter ...
[News - 07/25/2014 - 08:08]
Not a single shout out ...
Not a single shout out to Yasumi Matsuno r n r nFinal Fantasy Tactics. Vagrant Story. Ogre Battle. Tactics Ogre. FFXII. r n r nBrilliantly designed systems thoughtful storytelling. Serious depth going on his games.
[News - 05/08/2014 - 03:52]
Though--didn 't Amnesia have a ...
Though--didn 't Amnesia have a core gameplay loop The constant cycle between expending resources to create light to restore sanity but where the player is able to be spotted by a monster , to hiding in the shadows where sanity depletes but is safer from being spotted is kind of ...