Payday2(1)

A major element to giving games longevity has always been player customization. The more ways that players can not only stand out but play a game differently goes a long way towards keeping them invested. For multiplayer-based titles, this is critical in terms of avoiding a solidified meta. The challenge is that the more you give the player, the less control you have as a designer, and that can lead to some interesting decisions on design.

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For this week’s show, we made improvements on the layout while still looking for a catchy name for the streams. Our main topics this week were talking about games that are just okay, and improving the presentation and polish in games.

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untitled goose game

This year saw the release of two games: Wargroove and Fell Seal: Arbiter’s Mark that were designed to emulate the classic games of Advance Wars and Final Fantasy Tactics respectively. I had a chance to play both, and in both cases I stopped caring about them within less than an hour of playing. Now, you may think that’s because I had major problems with them or hated the gameplay, but it was because they were just okay, and as we’re about to talk about, being okay isn’t enough anymore.

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pp john wick hex small

For this cast, I spoke with Nic Tringali who works at Bithell Games and was on the design team for John Wick Hex.

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