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Raymond Boysel
Raymond Boysel

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Mar 30, 2021

Gameplay Journal 10: Value Based Game Concepts

When thinking of value based design and what to make the idea that sticks out the most to me is the idea of collectivization. The collectivization of labor and of underclasses in order to gain material advantage is something important to me and seems like something that would translate well…

2 min read


Mar 24, 2021

Gameplay Journal 9: Papers, Please

Papers, Please is a sort of half puzzle half simulation game set in the fictional authoritarian country of Arstotzka in which the player takes the role of an immigration officer at a boarder checkpoint. The player can approve or deny entry based on an ever growing list of criteria and…

2 min read


Mar 9, 2021

Gameplay Journal 8: Spent

Spent is a sort of text adventure game but rather than exploring a dungeon or alien planet the player has to navigate through late stage capitalism as a low income worker. The focus of the game is on the difficulties faced by low income and impoverished workers in the US…

2 min read


Mar 2, 2021

Gameplay Journal 7: Metal Gear Solid, Genetic Engineering, and Nuclear Proliferation

Released in 1998, Metal Gear Solid, is a game well ahead of it’s time in terms of implementing value based design mostly unintentionally. One of the major themes is Nuclear Proliferation and antiviolence messaging, and being developed in post WWII Japan these themes were often ubiquitous in Japanese media being…

3 min read


Feb 23, 2021

Gameplay Journal 6: Castlevania 64 Real Time Corruptor

With my first experience with real time corruptor I had an explicit goal of trying to create a playable glitch, one that didn’t entirely crash the game. After about an hour of constant crashes, chaos, and an unplayable mess I was able to dial in an acceptable intensity and stopped…

2 min read


Feb 16, 2021

Gameplay Journal 5: Mario 64 Glitch

When considering glitches we often think of them in the context of video games as an error or breakdown of systems. Games in themselves are a construct that typically creates a veil between the user and the technological systems to engross a player into an aestheticized experience. A glitch is…

2 min read


Feb 9, 2021

Gameplay Journal 4: Brent Watanabe’s San Andreas Community Cam

In Grand Theft Auto 5 players are treated to a narrative focused on a triumvirate of protagonists, and how their actions affect each other. Little does the game ask how we the player affect the lives of the people who live in this world outside the lens of the narratives…

2 min read


Feb 2, 2021

Gameplay Journal 3: Randy Savage Mod For Skyrim

When presented an opportunity for playing a modded game my mind instantly drifted to Skyrim. With Skyrim comes mods of the absurd and few are more iconic or absurd than the Randy Savage Dragon Mod. The mod is very simple it replaces the models of the dragons in game with…

2 min read


Jan 26, 2021

Gameplay Journal 2: Maiden and RE Engine

Like many others this week I spent time with the Maiden demo for Resident Evil 8, released on January 21st. The photorealistic assets, characters, and environments make for a truly terrifying atmosphere, even if the experience is mostly puzzle based and any conflict is scripted. Maiden, like most Capcom outputs…

2 min read


Jan 18, 2021

Gameplay Journal 1: Technicity Of Metal Gear Solid 2

Metal Gear Solid 2 is a game that deals with our relationship with technology, specifically military technology and the internet. The narrative of the story deals with AI systems and the idea of societal control via information control, not removal of information but through producing a deluge of information via…

2 min read

Raymond Boysel

Raymond Boysel

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