Today’s Critical Thought is on the ever popular topic of male gaze. There are many people who equate the power fantasy concept to being equal or making male gaze acceptable, but that’s not the case.
I wrapped things up with two exaggerated examples to show the difference between how something would be a power fantasy or an example of a male gaze.
Today’s critical thought looks at dynamic difficulty or rubber banding AI. The option to let the AI adjust the difficulty of a game depending on the player’s ability. This is not a popular option, as it takes control away from the player.
I talked about Mario Kart and the blue shell debate, as well as exceptions with AI directors seen in games like Left 4 Dead.
Salt and Sanctuary is the latest game from developer Ska Studios, who have made a name for themselves with their unique aesthetics. Staying true to their 2D roots, the game feels like a 2D Souls-like. However, while the game may or may not have been intended to be compared to the Souls series, the game misses the mark on what makes those games so amazing.
I was reading a Gamasutra piece by a friend of mine regarding the use of frustration in the form of “fun pain.” This is the way that many F2P games have made their money and is definitely not on the good side of monetization. I want to talk about this more and how the practice goes against the point of game design.