Stealth design in video games falls into one of two categories: Either focused on keeping the player hidden and getting around enemies or about giving the player the ability to clear out a room, one enemy at a time. But where both schools of thought fail is with the concept of a boss fight or grand test of the player’s ability. For today’s post I want to share one of, if not the best example of challenging the player with a proper stealth boss fight from Batman: Arkham City.
Mastery of a game comes in many forms based on the genre. But one of the more debated forms comes with the phrase min/max. For the player, it means that the game has been broken down and no mysteries remain. But for a designer trying to create a replayable or lengthy experience, it means that there is nothing more to be discovered.
Playing a video game at this level can be viewed either as the best way or the worst and is something that designers need to take into consideration.
At this point, I shouldn’t be surprised by the variety of games that come from the indie community and today’s game: Papers Please is something that wouldn’t have been possible elsewhere — Using very simple graphics and gameplay to create an experience unlike no other.
This week, Ken and I were joined by friend and programmer Will Luong to discuss several topics relating to how the game industry is shifting.