Article 614VF Excerpt: How the designers of GoldenEye 007 made use of “Anti-Game Design”

Excerpt: How the designers of GoldenEye 007 made use of “Anti-Game Design”

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Ars Staff
from Ars Technica - All content on (#614VF)

In this excerpt from her upcoming book, writer and historian Alyse Knorr talks about some of the design decisions that made Goldeneye 007 stand out from other '90s first-person shooters, and why that design endures to this day. The book is currently looking for backers on Kickstarter.

When [game designer David] Doak first joined the team at the end of 1995, GoldenEye's levels were just barebones architecture-no objectives, enemies, or plot. After designing the watch menu, he and [game designer Duncan] Botwood started creating a single-player campaign that followed and expanded upon GoldenEye the movie's narrative-a difficult task, considering the fact that the film's dialogue about Lienz Cossack traitors and Kyrgyz missile tests went over the heads of quite a few 12-year-olds. Doak and Botwood's job was to tell this complicated story using rudimentary pre- and post-mission cutscenes, pre-mission briefing paperwork, in-game conversations with NPCs, and mission objectives, which proved the most powerful way to allow players to experience the story themselves.

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