Category: Game Design

Battle Chatter

Battle Chatter

As a young kid, I played Star Fox 64 – or Lylat Wars, as the 1997 3D space shooter game is known in Europe – and never gave much thought to the battle chatter of my wing men. I did not speak English, so I had to read the German translations in the box at the bottom of the screen. In the heat of the battle, I often missed important cues or crashed distracted while reading. (It was my first lesson of never texting while driving, even before the spread of mobile phones.)

Limited Power

Limited Power

Who of us has not once thought about moving beyond our usually limited power and what we would do differently as the ruler of a kingdom? Get rid of corruption and injustice. Gather the wisest people in a council and listen to their advice. Create a flourishing economy and share the wealth with the people. Bring peace to the country and the world. With the unlimited power of a king we would create a great Kingdom – unlike all these tyrants of history! But could we really?

The Urgency of Fishing

The Urgency of Fishing

Last year, I played The Legend of Zelda: Breath of the Wild for the Wii U. In the beginning of the game, you are woken up by the princess after a hundred years slumber. You learn about her desperate fight against Calamity Ganon, that has been going on for all these years, and how she cannot hold him back much longer. You receive your first and primary quest named Destroy Ganon. When you leave the cave, you can even see the castle shrouded in menacing purple. And you can indeed go there and die like most speedrunners on their first try. But usually you go on a journey across the land to become stronger first and learn the urgency of fishing.

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