Let it Die Proves why we don’t see F2P Rogue-Likes
"Let it Die is very frustrating to play. I can see an amazing game trying to get out..."
One of the lofty goals of designing games is creating a game that doesn’t get stale; we’ve talked about this before in terms of “infinite replayability.” The problem is that no matter how many situations you come up with, they still need to be presented correctly. For today’s post, we’re going to talk about the use of “events” and event driven game design and how they can shake things up.
In between the other LPs I’m doing, why not start a Bloodborne one? I’m going through the spiritual successor to Demon’s Souls and seeing just how different the Souls formula can get.
Today’s Critical Thought looks at the implementation of regenerating health systems in game design. While it may seem simple, this mechanic has changed game design and pacing in major ways. I talked about the three major examples of the design and the games that used it.
Today’s Critical Thought looks at the use of quality of life game systems or mechanics. While not the most important elements, they help to make your game easier play and more accessible to an audience. On the flip side, many F2P designers use these for fun pain mechanics.