Midgaard Studios
 

What I’ve Learned

This list is dedicated to the things I’ve learned from a life spent playing, and the games that taught me by their examples. I will update it occasionally, and most topics will be covered in detail elsewhere on the site.


Games Should Have Personality

Beyond Good & Evil

Any character can deliver dialogue, but there are precious few that can earn our admiration. It is not enough to make characters that are believable; they should be likable as well. Fond memories are essential to a game’s appeal.

Examples: Beyond Good & Evil, Rayman 2: The Great Escape

Featured: Lessons In Design, Vol. 1: Personality


Anything Can Be A Character

Homeworld

Relic’s Homeworld stars one of the most memorable characters in PC gaming, but this character is not even a person - it’s a civilization. When conveyed with restraint, the hopes and dreams of an entire culture can be every bit as compelling as those of a traditional hero.

Examples: Homeworld, Darwinia

Featured: Lessons In Design, Vol. 2: Group Hug


“Immersion” Trumps “Realism”

Ico

As alluring as photorealism may be, it does not necessarily make a game more convincing. An emotionally consistent atmosphere that faithfully obeys its own aesthetic rules can create a feeling of familiarity, like a dream.

Example: Ico


Controls Can Be Emotional

Shadow of the Colossus

Emotional content need not be restricted to cutscenes. When vanquishing giants in Shadow of the Colossus, the player must literally cling to one button for dear life, and even riding on horseback requires subtle coaxing. The mechanics evoke the emotion, not the dialogue.

Example: Shadow of the Colossus


Games Should Facilitate Exploration

Super Mario 64

“Non-linear” is not enough. A game’s core design should encourage the player to go everywhere and try everything, not just provide distractions. The distant horizon is a universe of possibility, and the player should be aware of this at every moment.

Examples: Super Mario 64, Jak & Daxter: The Precursor Legacy


Large Teams Aren’t Always Necessary

Cave Story

In an environment where many publishers actively draw attention to their enormous budgets, it’s easy to forget what a single person can accomplish - be it a side-scrolling adventure, a musical shooter, or even an experimental MMO.

Examples: Cave Story, Everyday Shooter, Love


Let The Player Find Your Story

Metroid Prime

Games are not movies; passive exposition is confining at best, and insulting to the player’s intelligence at worst. Figuring out the story should be part of the game, not something to sit through while the game plays itself.

Examples: Metroid Prime, Marathon, Half-Life


Empower The Player With Mobility

Crackdown

Give the player many places to go, and many ways to get there. Think of the freedom one experiences during a lucid dream; any place that can be seen can be reached. If the act of traversing the environment is exhilarating, there will never be a dull moment.

Examples: Crackdown, Tribes 2


Fluidity Is Bliss

Genji: Dawn of the Samurai

Proper control is like a good dance partner. A game should react with absolute precision to even the most subtle input while striving to anticipate the player’s intent. When controls are effortless, gameplay challenges feel rewarding and never “cheap.”

Examples: Genji: Dawn of the Samurai, Ninja Gaiden


Promote Flow State

F-Zero GX

Create challenges that require finesse and zen-like focus, not miraculous reflexes. Push the player to perform at his peak, and eliminate all obstacles that cannot be anticipated. A failed challenge should never break the player’s concentration.

Examples: F-Zero GX, Ikaruga


Humor Is A Design Tool

Oddworld: Abe's Oddysee

Clever dialogue is not the only way to make the player smile. From character animations to environmental details to harmless practical jokes built into the level design, any part of a game can potentially be built for comedic effect.

Examples: Oddworld series, Katamari Damacy


Anything Can Be Narrative

Rez

Meaningful storytelling need not be restricted to RPGs and character-driven adventures. A properly justified story can breathe life into any game, even if it belongs to a traditionally “shallow” genre.

Examples: Rez, Gitaroo Man


Art Before Technology

Odin Sphere

Game art often benefits from technology, but should never rely on it. Beautiful images can be created under surprisingly rigid constraints, and these same constraints can even be a source of inspiration in themselves.

Examples: Odin Sphere, Ōkami


Brevity Is Soul

LostWinds

“Total hours of gameplay” is not a measurement of quality. A game should only be as long as it needs to be, and padding your story with irrelevant subplots and grinding will only dilute the experience.

Examples: LostWinds, Portal


Cultivate New Realities

Omikron: The Nomad Soul

Plenty of games take place in fictional worlds, but when all the imaginary details are placed in a coherent and logical context, an entire universe is born from whole cloth. The French in particular seem to have a firm grasp on this.

Examples: Omikron: The Nomad Soul, Outcast