Skip to content

Category: Games Writing

Is Hunting in a Zelda Game Okay?

The newly announced game in the Zelda series, Breath of the Wild, among other open-world features, for the first time allows the player to hunt wild animals in order to acquire food, which is this game’s way of accumulating life energy (represented by “hearts” in the series). Contrast this against how previous Zelda games have handled non-combatant animals, and we can see a stark 180° turn in the series’ messaging. Every previous game punished the player, playfully, for attacking animals who were no threat to Link, the game’s ever-silent protagonist (with a few limited exceptions). Attack the cuccos (chickens), and they’d…

Continue reading Is Hunting in a Zelda Game Okay?

Comments closed

Animal Representations in the Pokémon Game Series

This is a continuation of a blog series I started and never finished on my old blog (Link to previous iteration). I’ll probably move the content from there over to this blog in the future. Catching Up Since the game’s very first iteration over 15 years ago, I’ve been a huge lover of the Pokémon series of games. But across those years my once-naive teenage mind has been ravaged by time to become this fully developed, analytical and cynical adult mind. Equipped with this new mind, I had no choice but to passively contrast the cheery, power-of-friendship messaging of the Pokémon…

Continue reading Animal Representations in the Pokémon Game Series

Comments closed

Recursive Algorithm Design For Fools

I’m currently working on developing a tile-based (and turn-based) strategy game. The core movement procedures are similar to games like Fire Emblem, Advance Wars and the like; select a unit, and based on that unit’s “speed” or “movement” rating, the surrounding tiles will be highlighted to visibly indicate where this unit can make a legal move this turn. The player, with the unit selected, then selects one of the available tiles, and unit makes its move. Fun! This mechanic requires an algorithm! In a nutshell, we need to be able to start from some origin tile, and spread outward, one tile…

Continue reading Recursive Algorithm Design For Fools