Is Loot Box Regulation Good For the Game Industry
"I want to talk about how I would design restrictions for the use of loot boxes in games."
For this cast I finally sat down with the “old man of the game industry” himself: Jeff Vogel, for a cast on RPG design, life, and some of the weirdest tangents yet.
For this piece, I talked about the rise of episodic storytelling in the last decade, and why this concept has fizzled out in terms of game development and story writing. Here’s the Dave Gilbert interview
Both Anodyne and Anodyne 2 appear to have the trappings of the standard “indie game”: whether it is copying the isometric perspective of 8-bit titles to a basic 3D platformer. Dig a little deeper, and you’ll find a game that can be charming, disturbing; and is one of the best embodiments of the mantra of indie development — creating the game you want to make.
For this cast, I spoke with game designer Martin Nerurkar of Sharkbomb Studios to talk about the development of Nowhere Prophet. We spoke about his background and what it was like to spend five years designing such a mechanically unique roguelike.