It’s been awhile since we’ve had a good old design debate and I think this is the first one I’m posting on Game-Wisdom.
Game Difficulty is one of those terms that can spawn any number of topics. For today’s talk on difficulty I want to focus on one area that has seen heated debates on both sides: Should difficulty reward players?
The Wii U has been hit by hard times lately, as C-Net reported that the console only sold around 57,000 units in the month of January, making it one of the worse showings for a console.
Looking at the future there isn’t much to go on with the Wii U, with slim pickings and not much from Nintendo with official release dates. There has been a lot of doom and gloom thrown around at the Wii U, from people speculating that Nintendo is going to drop out of the hardware market.
The one question that is on everyone’s mind is: What happened to the Wii U?
When it comes to Mario games it’s weird to say that the RPG spin-offs have become the more hardcore option. The Paper Mario series which started off almost as a self parody grew into a successful take on the Mario license, with the GameCube exclusive: Thousand Year Old Door being the high point.
Now with the 3DS we have a new take on the formula and while I applaud designers, who do something different, let’s just say I got a paper cut this time.
A Valley Without Wind by Arcen Games was an interesting title to say the least: A procedurally generated 2d open world action adventure title. Speaking with lead designer Chris Park a few months ago on our podcast, he talked about the challenge and difficulties of designing it.
The game went through multiple design changes and was hit very hard with negative reviews out of the gate. Continued development of content for the game soon snowballed into a full blown sequel, free to anyone who bought the first game. Now with the game out and lessons learned do we have a successful sequel or strike two?