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Thomas Grip's Blog   Expert Blogs

 

One of the two co-founders of Frictional Games where I mostly deal with programming, design and making sure everybody do what they are supposed to. I have been creating mostly horror related games for over 10 years now and am really interesting in how to evoke emotions in players. Frictional Game's most recent project was "Amnesia: The Dark Descent" and we acted as producers for "Amnesia: A Machine For Pigs". We are currently working on a new horror title for PC and PS4 named "SOMA".

 

Expert Blogs

Posted by Thomas Grip on Tue, 29 Apr 2014 01:47:00 EDT in Design, Console/PC, Indie
This post presents a new way to attack the problem of combining gameplay and narrative. Instead of attacking the issue straight on a number of steps and ways of thinking are presented as a new way to approach the problem.


Posted by Thomas Grip on Mon, 19 Aug 2013 12:59:00 EDT in Design
A list of five crucial constraints when making a game that aims to tell a story.


Posted by Thomas Grip on Fri, 05 Jul 2013 04:29:00 EDT in Design
Thoughts on the storytelling used in The Last of Us; how it connects to the history of actions games and how the core gameplay is not what is important.


Posted by Thomas Grip on Tue, 28 May 2013 08:13:00 EDT in Design
The current usage of words such as narrative, story and immersion in game design is quite messy. This blog post is an attempt at making the terms and definitions clearer and making communication about interactive storytelling easier and more useful.


Posted by Thomas Grip on Mon, 13 May 2013 03:09:00 EDT in Design
Critique on the great and not so great things about Slender: The Arrival.


Posted by Thomas Grip on Wed, 12 Sep 2012 06:30:00 EDT in Production, Indie
It has now passed two years since Frictional Games released of Amnesia: The Dark Descent. This post will go through some thoughts on sales, piracy, modding and the future of the company.



Thomas Grip's Comments

Comment In: [Blog - 04/29/2014 - 01:47]

Worth noting that the example ...

Worth noting that the example is simplistic and artificial. There will not be many situations that will fit as neatly into the framework. r n r nEspecially Layer 2 can be hard to get right. Sometimes it is easy to just throw a bait for the player. Other times, especially ...

Comment In: [Blog - 08/19/2013 - 12:59]

This article sums up my ...

This article sums up my feelings on the subject: r n r nhttp://en.wikipedia.org/wiki/Parkinson 's law of triviality

Comment In: [Blog - 06/02/2013 - 04:09]

Great to see someone else ...

Great to see someone else writing about this. I gave a talk at this year 's GDC on the same topic that much of the game happen in the player 's mind , but from a different perspective. r n r nScript here if you are interested: r nhttp://frictionalgames.blogspot.se/2013/04/gdc-2013-talk.html

Comment In: [Blog - 06/03/2013 - 11:50]

Great to see somebody else ...

Great to see somebody else writing about this. I think this is a fascinating subject and you bring up some good points. As I have not really seen anything written about this yours is the first from another dev I can recall seeing , I wonder how much it is ...

Comment In: [Blog - 05/16/2013 - 09:35]

Some thoughts that I might ...

Some thoughts that I might just drop here: r n r n1 The most important thing to consider in these sort situations is what is the intention . Is it to convey story Is it in order to show the suffering of the people Is it just to have some ...

Comment In: [Blog - 05/13/2013 - 03:09]

I am happy with not ...

I am happy with not having any direct HUD for Amnesia. But perhaps one could have used something and skipped the inventory screen. The lack of HUD and moving stuff to the a menu screen has deep roots in horror going all the way back to Alone in the Dark, ...