Recently I played two very different games: Metro Last Light and Outlast with both games featuring stealth mechanics. But while Outlast bored me, I found myself engaged with Metro Last Light and the reason has to do with two different stealth game design philosophies.
This week on the Perceptive Podcast, returning guests Chris Gardiner, Zach Barth and I decided to have a cast about CCG design and talk more about Hearthstone and Zach’s game: Ironclad Tactics.
Dark Souls 2 was a good game but suffered in my opinion from poor level, enemy and overall game design compared to the previous games in the series. Part of the problem came from relying on abstraction over player skill and is a major design trap we see RPG designers fall into when trying to mix action and RPG design to make a deep game.
Last week I put up my analysis of Hearthstone: The F2P CCG title from Blizzard. In my piece, I talked about Hearthstone’s monetization of buying and crafting new cards for your deck. Since then, I’ve played more and while I still don’t see the game as pay to win, I find that the model is sapping my enthusiasm for a different reason.