This week was a special cast as I welcomed back Tim Wetzel from A Paladin Without a Crusade to talk about the recent Street Fighter 5 launch problems, and joining us was Game-Wisdom’s first contributor: James Ellerby.
A piece has been circulating around my news feed out of GDC 2016 regarding mobile development and the consumers of the Game Industry. During the presentation, Spry Fox founder Daniel Cook said that if you own more than 10 games on Steam, then you don’t matter in the eyes of developers.
The discussion talked about the argument over casual vs. core gamers and what they mean for the industry and the growing mobile market. While there is an important discussion to be had about defining consumers, I think that a few points of the discussion were dangerously short-sighted about the consumer base and what it means to be a consumer in the Game Industry.
Recently, I got back into Anno 2205 which is the latest game in the economic strategy series from Blue Byte. The game is more notably known for streamlining a lot of the game down to its basic systems. While I enjoyed the game and love titles built around optimization, I can’t help but feel that the developers messed with one of the most important draws of game design built around optimization.
The Fire Emblem series is one of the most beloved 2nd party titles from Nintendo. Combining the rogue-like element of everyone having one life with the tactical strategy of managing troops has helped the series gain a huge following both in Japan and the US. Yet, the series annoys me due to one design choice that has become a part of its design.