Horrible Pain is the online home of Ryan Hill. He lives in Winnipeg, Manitoba, where he creates goofy video games and other stuff he finds interesting.
He's starting to use Twitter a little bit even though he doesn't have a cell phone.
Tag Archives: game design
So lately I’ve been reading Rules of Play and I have a small discussion about something they get into in the chapter Games as Systems of Information. In it, they summarize a typology of information in games as described by … Continue reading
Someone made a side-comment about platformers, how it was based entirely around timing and therefor the lowest common denominator in games, and that’s the only reason they are so popular. (Of course, this was in the context of explaining why … Continue reading
A tweet got me thinking about hex and square tiles in board games. It is several months old at this point, but that means I’ve given the subject a thorough going-over. Board-game fans: Hex tile vs Square tile? — James … Continue reading
So a difference I noticed recently between Mutant Alien Assault and Super Crate Box. Reload sounds. The two games are kind of similar genre, so I think it makes sense to compare them. Both require the player switch weapons fairly … Continue reading
So in this video from LambHoot, he says this: “This isn’t just my opinion, this is actually fact.” This is him saying the quality of Five Nights at Freddies is poor. And then he qualifies his statement by saying the … Continue reading
Okay, I’m spinning off three articles here: Against Flow by Lana Polansky. The Cult of the Peacock by Brendan Vance Video Games are Better Without Characters by Ian Bogost What do they have in common? Pointing out something they think … Continue reading
I’ve been reading some Anna Anthropy and a “zinesters vs. formalists” and “what is a game?” stuff about her work and Proteus and Dear Esther, etc. etc. and decided to try to articulate my thoughts on it. I had a … Continue reading
I was playing a random game on Flash Game License, it was a fun concept, very nice graphics and music. The controls felt very, very, sluggish and unresponsive. Of course, the game has a shop, where you spend your experience … Continue reading
Thanks to the influence of animation and Edward Tufte, in the design of my own games, I normally go with the judgement that visual contrast should match the relative importance of any object within the game. I’ve been trying to … Continue reading