Gambling in Games : Debating The Market of Digital Goods
"There's a difference between allowing people to buy and sell goods in your game, and presenting it in a way that practically says, "These items can/should be gambled on.""
One of the best things about Game-Wisdom is being able to talk to developers around the world about their games, and sometimes they find me. I was contacted by Camila Gormaz who is trying to get her game Long Gone Days funded via IndieGogo. The concept mixes JRPG design with a future setting around war and sounds very interesting. While the campaign is going on, she was kind enough to talk to me about the game and what she’s hoping to make if they hit their goal.
Furi is one of those rare games that are built entirely around boss fights. Very few games do this, as it’s hard to properly keep the player engaged with such a distilled game. With a challenging system and characters designed by the creator of Afro Samurai, this is one game that held my attention.
Random or procedurally generated elements in game design have become a popular mechanic to add replayability and depth to games these days. Keeping the player guessing is a great way to keep them coming back, and we see this a lot in the rogue-like genre. However, randomness does come at a price and can cause problems of its own that I want to talk about.
You’re calendar isn’t wrong, it’s Monday and we have a cast up. One of the goals of the Patreon campaign is to afford us the option to do double casts each week, and I wanted to create a teaser/advertisement for everyone.