In the past I’ve talked about progression in game design by defining it as short-term and long-term. Where short-term represented minor or constant changes like new equipment. And long-term were major changes that affected how the player continues to play such as runes in Diablo 3.
However we can further break down progression based on the amount of control the player has over it and as always, there are specific advantages and disadvantages to consider.
Don’t Starve: the latest game from Klei Entertainment is out today, after several months of beta testing. I did a spotlight just as the beta was underway and since then, the game has gone through a number of big changes.
Having spent some nights in the woods Don’t Starve is a game where the title is the least of your worries.
A few months ago game designer David Cage made a bold statement about the state of the game industry. One of the areas he talked about was that in order for video games to evolve as a medium, we need to take more inspirations from the film industry.
Ever since the Playstation era, games have been becoming more cinematic and we’ve seen a number of games that are more about storytelling and theme than gameplay. However there are a few kinks in David Cage’s plans and why there is a limit on how much film can have an effect on game design.
This week, Ken and I decided to try something different and have an informal debate. Last week we had an heated discussion on gameplay vs. narrative in relation to Bioshock Infinite and my analysis and we wanted to expand on it.
Like in the analysis our conversation will go into some detail about Infinite’s game mechanics, but we did our best not to go into any plot spoilers for any of the games we talked about. If you would like us to have more of these in the future, feel free to leave us a comment below. I also apologize for the heavy breathing during the cast, one of the worse allergy seasons in years makes it a bit difficult to breath.