Thomas Grip's Blog
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".
SOMA, the new horror game for the creators of Amnesia, was released 10 days ago. This blog post discusses sales and reflects on the marketing and reception of the game.
An analysis of the games that laid the foundation for Alien: Isolation, an overview on what the games does well and what it fails at and finally some discussion on how to evolve the genre.
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.
A list of five crucial constraints when making a game that aims to tell a story.
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.
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.
Thomas Grip's Comments
[Blog - 10/15/2014 - 02:02]
Regarding using weapons as a ...
Regarding using weapons as a last resort, I think Alien: Isolation handles it quite well with the androids. We also had it in our first game, Penumbra Overture, but it was way less well implemented there. r n r nOur big take-away is that weapons give player enough of a ...
[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 ...
[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
[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
[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 ...
[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 ...