In a recent cast, I spoke with Jeff Johnson from Skyshine Games about Skyshine’s Bedlam. During the discussion, we talked about the difficulty with balancing options for the player and about a common game design trap centered on hoarding. Hoarding items both has to do with game mechanics and the player’s own mindset, and today’s post is going to look at that and ways to downplay the need to hoard.
This week on the cast, I sat down with Jeff Johnson of Skyshine Games and Skyshine’s Bedlam to have a fascinating chat about what do you do when your game fails out of the gate and how to fix it.
Recently I tried out Forced: Showdown which combined light ARPG play with CCG mechanics to great effect. The use of CCG mechanics is another option in the Game Designer’s toolbox to create great games from, but it’s important to understand the limitations and rewards for such a game design.
Hitman has become one of the most interesting gaming franchises out there from a design and formatting standpoint, simply because the games have presented such a broad range of styles. Typically, when a shooter or stealth game finds success, its sequels and spinoffs stay safe, sticking to a tried-and-true method to enjoy the same success as the original. This is why the last four or five Call Of Duty games have been more or less interchangeable since the franchise first became so explosively popular.
By contrast, the Hitman games are for the most part all but interchangeable. That’s not to say there aren’t some similarities between a few of the titles; altogether, there are actually 10 Hitman games that have been released since 2000’s Hitman: Codename 47. Some are more similar than others, but in general there are four distinct styles that have emerged over the years.