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A lengthy upcoming Perceptive Podcast got on the subject of storytelling in video games. Over the years, we’ve seen games try to pull the player into the world and the story. For the most part, they’ve all failed in one way or another. On our cast, we talked about how people get pulled into stories, and that led to talking about another way to write video game stories.

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Recently, I spoke with Mark Venturelli who designed the game Star Vikings. We’re going to dedicate a cast to the game soon, but there was a really good topic we talked about that I wanted to bring up. Probability is a major part of many game designs throughout the years, but comes with its own set of hurdles to deal with. For today’s post, I want to explore the trouble of balancing probability in your game.

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Star Vikings is an interesting game designed around not just unique game elements, but the accessibility that made Plants vs. Zombies famous. While the game may not hit the same notes as PvZ, it’s an enjoyable game that anyone can play.

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This week on the cast, I sat down with Batholith Games’ Chris McAulay on developing Zavix Tower and the challenge of RPG design.

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