Gamasutra interview with Susan O’Connor

There’s an interesting interview over on Gamasutra with Susan O’Connor, who has written for a number of major games, including BioShock and Far Cry 2. There’s a wide range of stuff in there, including her personal background and some observations about the industry, but what struck me as especially notable for readers of this blog were her comments at the top of page 3 (too long to just quote here), in which she talks about managing how much of a gameplay conversation is about conveying gameplay mechanics and how much is about story.

More Flash Progress

Some more images from the game in progress, showing gameplay power-ups. The winged sandal speeds up play, but gives a score bonus; the staff of Hermes arranges the letters in a sorted pattern, making them easier to use; the Gorgon’s head just freezes them all in place, which is also useful, though less good than the sorting.

(Some game design notes from mid-project, in case anyone is interested, and for my own future reference.)

Continue reading “More Flash Progress”