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No Longer a Clone: 3 Ways Saints Row Differentiated Itself from Grand Theft Auto

by Joel Silalahi | Nov 4, 2016 | Blog, Game Design, Game Development

The year is 2006. Five years after the game-changing release of Grand Theft Auto III, there came a brand new 3D open world action-adventure game, where players are lowly gang members in the middle of a conflict between their gang and a rivalone. The game was Saints...

Every Man’s Disappointment: 3 Ways Hello Games Failed

by Joel Silalahi | Sep 28, 2016 | Blog, Game Design, Game Development, Uncategorized

If you’re like me and way into all this sci-fi nonsense, then you were probably excited when the first reveal of No Man’s Sky surfaced on the internet. A game that allows you to travel through space and land on planets without a loading screen? What? Yes...

3 Reasons Overwatch’s Competitive System Exceeds League of Legends’ Ranked System

by Joel Silalahi | Sep 17, 2016 | Blog, Game Design

If you’re like me, then you’re just a simple player who likes to be challenged and see how you compare to other people when it comes to a game with a competitive edge like Counter-Strike, Overwatch, or League of Legends. Because no matter how much joy and...

Reading Between the Lines: What Passive Storytelling Teaches Us – Part 3, Five Nights at Freddy's

by Joel Silalahi | Aug 28, 2016 | Blog

Here we are, the final part of this journey investigating how passive storytelling makes for very interesting gameplay experiences. It makes you feel like you need to know more. How did things get to where they are? What was the cause? Unlike the minimal dialogue in...

Reading Between the Lines: What Passive Storytelling Teaches Us – Part 2, Overwatch

by Joel Silalahi | Aug 9, 2016 | Blog, Game Design, Writing

Today we leave the minimal dialogue discussed in Part One that was used to create a meaningful narrative and instead take a gander at Blizzard’s approach of minimal in-game media to portray a compelling and effective narrative. Let’s talk about Overwatch!...
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