Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 11
By Dwip January 23, 2013 at 9:00 am Comments (3) RSS Feed for this post

This is part 11 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 10
By Dwip January 22, 2013 at 4:44 am Comments (2) RSS Feed for this post

This is part 10 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 9
By Dwip January 19, 2013 at 9:58 pm Comments (1) RSS Feed for this post

This is part 9 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 8
By Dwip January 18, 2013 at 6:03 pm Comments (2) RSS Feed for this post

This is part 8 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 7
By Dwip January 17, 2013 at 10:47 pm Comments (5) RSS Feed for this post

This is part 7 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 6
By Dwip January 16, 2013 at 11:13 pm Comments (2) RSS Feed for this post

This is part 6 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 5
By Dwip January 16, 2013 at 11:12 pm Comments (2) RSS Feed for this post

This is part 5 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 4
By Dwip January 14, 2013 at 1:29 pm Comments (0) RSS Feed for this post

This is part 4 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 3
By Dwip January 13, 2013 at 3:07 pm Comments (0) RSS Feed for this post

This is part 3 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 2
By Dwip January 12, 2013 at 3:13 pm Comments (0) RSS Feed for this post

This is part 2 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary, Part 1
By Dwip January 11, 2013 at 8:33 pm Comments (0) RSS Feed for this post

This is part 1 of my expanded Twitter commentary on Baldur’s Gate: Enhanced Edition. You can find the master list of all parts here. If you’re just tuning in, there are spoilers below the fold. Go play the game, then come back here.


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Baldur’s Gate: Enhanced Edition Twitter Commentary
By Dwip January 11, 2013 at 8:32 pm Comments (0) RSS Feed for this post

Ok, it’s Saturday and there’s a new #bgee patch out. I promised to tweet through it, so let’s do this. — Erik Wolfe (@afk_dwip) December 15, 2012 So, Baldur’s Gate: Enhanced Edition came out a month ago, and if you know me at all, you know I’m a huge fan of this series. If you kept track of the comments on the Twitter review of Neverwinter Nights 2 I did, you’ll know I promised to do something like it for BG:EE, and sure enough here we are. If you’re just joining us (hi Twitter!), you should be aware that I’ve played the game a few times, going all the way back to the pre-TotSC days. About 5 years ago, I […]


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Dragon Age: Failings
By Dwip October 20, 2012 at 2:02 pm Comments (7) RSS Feed for this post

We are, let us acknowledge, well past the sell-by date on Dragon Age: Origins, but having just completed my third playthrough of the game, I find that I’d like to talk about some things that bugged me. Also, I haven’t done a gamecraft post in a while, and I find that problematic. None of this is particularly original, but I want to talk about it anyway. On the off chance you haven’t yet played through DA:O, thar be spoilers in them thar hills.


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Mass Effect 3: Ending
By Dwip March 22, 2012 at 1:18 am Comments (9) RSS Feed for this post

And now, I AM GOING TO SPOIL THE ENDING OF MASS EFFECT 3. IF THAT’S A PROBLEM, ABORT NOW. Did you already see the ending? this is the appropriate image.


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Dungeon Design Examples, Part 2 – Temple of Elhonna
By Dwip May 6, 2011 at 12:31 am Comments (4) RSS Feed for this post

No, this series, I have not forgotten about you, but it has, shall we say, been an exciting month, full of excitement. So, in Part 1, we used Ithal’s Tor to talk about non-linear dungeon design, use of environment, and plot integration. For Part 2, I want to use a different dungeon, the Temple of Elhonna, to illustrate some different things. Unlike Ithal’s Tor, the temple is fairly linear, but the plot integration is tighter and it features a number of man-made puzzles and traps as challenges. More after the jump.


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Dungeon Design Examples, Part 1 – Ithal’s Tor
By Dwip March 30, 2011 at 6:00 pm Comments (8) RSS Feed for this post

So I made a comment in the Neverwinter Nights 2 discussion offering to take one of my Dungeons and Dragons dungeons, take it apart, and talk about it, then relate it to building for Oblivion. It’s a good enough idea that I think I’ll do it twice, since I have two dungeons that do two things that I think are worth some consideration. As always, more after the jump.


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Neverwinter Nights 2 Storytelling
By Dwip March 28, 2011 at 8:24 pm Comments (2) RSS Feed for this post

And now part two of our series dissecting Neverwinter Nights 2. This one is going to talk about how the game tells its story. If you want a discussion of gameplay issues, you can find that here. Before we begin, a couple of source acknowledgements. Much of the thought behind this post was inspired by the podcast Writing Excuses by Brandon Sanderson et al. Speaking of Sanderson, whose books are good and you should read them, his annotations on his book Elantris are very good, and if you’ve read the book, you should read those too. Also, this article, found via Shamus Young, is also an inspiration, if an incomplete one. I disagree with much of it, but think it’s […]


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Neverwinter Nights 2 Gameplay
By Dwip March 22, 2011 at 10:14 pm Comments (9) RSS Feed for this post

I promised in my last post that I would sit down and write a post talking about some of the design issues in NWN2. Instead, I think I’m going to do two posts – one on the way NWN2’s story got told, and this one that you’re reading, which will discuss elements of the gameplay, by which I primarily mean things like dungeon and encounter design. You may recall that I’ve talked about this before in relation to Valve games, but I want to take a slightly different tack here.


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On Valve Level Design
By Dwip July 10, 2010 at 11:44 pm Comments (4) RSS Feed for this post

One of the interesting things about Half-Life 2 and its sequels, among a great many things that are interesting about Half-Life 2 and its sequels, is that in Episodes One and Two, Valve added commentary tracks. For those of us who enjoy the process of game design, there’s a lot of very interesting stuff in there. Indeed, instead of the post you’re about to get, you almost got a 6-post series based off those commentaries before I realized I was being inane. But there is one thing I want to talk about, because at least a few of the people reading this are modders, and that’s Valve’s approach to level design, which I think has some good application for other […]


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