Meta game progression is the design of adding permanence between different plays of a game. Over the course of the last decade it has flourished with Team Fortress 2 leading the way. The mechanic of adding new items, both cosmetic and functional gave players a reason to stick around.
The popularity of Team Fortress 2 did not go unnoticed and since then, more multiplayer titles are being designed with a Meta game in mind: from League of Legends, to Call of Duty and many more. In one way this is good, as it helps to keep a multiplayer community going for a longer period of time. However while it’s great for games that make use of it, what happens to those that don’t?
(Due to scheduling issues, we weren’t able to record this week’s podcast. Please enjoy the next part of the design encyclopedia instead and we’ll see you next week.)
During the late 80s and early 90s, Computer RPGs or CRPGs were first person and for many older gamers was the heyday of the genre. In the late 80s, the gold box series took the Dungeons and Dragons theme and design and created first person CRPGs.
But as the series’ popularity started to wane, so did the CRPG market. But in 1997 a little company known as Bioware would revive the genre for a new generation of gamers and become one of the most popular developers around.
Our #9 game is another Indie title, this time showing just how much style and violence can be fit into a 8 bit title.
It’s that time of the year again as everyone is winding down to celebrate the holidays and Game-Wisdom is no exception. This week we’ll be cutting back on posting with #9 of our games of the year series on Wednesday and our podcast on Friday.
Check back with us next week as we’ll ring in the New Year with new posts and if everything goes as planned, we should have another guest for next week’s podcast.
Have a great holiday,