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Analysis Samples

Here are some essays, like game analysis, discussion about game mechanics and principles, to share my view about game and game design, please click "View More" of each article.

内含中文版(Chinese version included).

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Breakdown and Analysis: Level Design in Celeste

Celeste is a typical side scroller/2D platformer. Its level design is very discrete. The designer separates the player's gameplay process into small unit levels, with each playtime of only tens of seconds or even a few seconds. Such a feature makes it very suitable for level breakdown and analysis.

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Sandbox MMO design of EVE Online

What makes EVE Online so special is that it has completely different design from most other MMORPGs(WOW、FF14、Guild Wars) today, which is, the concept of sandbox MMO. Here I would like to discuss my understanding of sandbox MMO design, including its concept, pros and cons.

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Designing Dark Winter

It's difficult to analyze your own game, because as a designer, you can see deep enough to reach the essence and purpose of the design, but you can't see comprehensive enough from every perspective Therefore, this analysis is more about how I design this board game, specifically, my understanding of the theme and design goals.

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Ludonarrativedissonance and solutions

In fact, there is no conclusion about the perfect way to deal with the problem of ludonarrative dissonance. In other words, ludonarrative dissonance is not a problem, but the characteristics of the game as an art form.

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Analysis: Dark Zone of The Division

Although the Dark Zone design has been, to some degrees, away from the original intent of designer, the exploration of multiplayer gameplay is still quite meaningful.

©2021 by Yexiang Zhou.

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