Artizens, which we spotlighted about a week ago, is a 2d action title with an amazing level of customization built in. Over the weekend the Artizens team wrapped up their successful kickstarter and we wanted to ask them a few questions.
What follows is an email interview I had with the lead designer of Artizens: Charles Amis. Come back at the end of the week as we’ll have our podcast posted with Charles as our guest to talk more about the game.
This week we have two shocking developments for the perceptive podcast, first we have two guests on this week: fans of the site Artur Vieira and returning guest Derrick Warren. Second this is the first week that you can hear my voice in glorious stereo thanks to a new headset.
For this podcast we talked about death mechanics in games, the Aliens Colonial Marines craziness, kickstarters and Sonic the Hedgehog.
As always here are links to some of the topics discussed:
The act of selling the player items through micro transactions is still a fairly new concept in the game industry. Most designers treat their additional content as static items set in stone. But for the designers who really want to profit from micro transactions, you need to go the extra mile.
Micro transactions and DLC in game design are two of the big changes over the last decade. For some, it’s the wave of the future and a changing of the times. For others, its evil incarnate and will ruin the industry forever.
Regardless of your opinion, they are here to stay. In the past I’ve talked about the balancing issues that have to be taken when designing games built around micro transactions. For today, I want to talk about the right and wrong ways to try to convince people to actually buy them in the first place.