Today’s Critical Thought returns to the topic of hard games and the challenge it is to figure out when difficulty is either good or bad for design. I talked about some examples that I’ve found hard for the wrong reasons and that line between a game that is a challenge and one that is hard for hard’s sake.

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Talos Principle

One of the hardest challenges of designing a game is knowing when to end development/the game. We’ve seen games come out way too soon with unfavorable reviews and broken design. Just like how there are games that take forever to come out and the time didn’t translate into greatness. Today’s post is going to be more on the philosophical side of things, and examine how much you can get out of your game mechanics.

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Today’s Critical Thought looks at the challenge of measuring how long a game should be. Some titles seem to last too long; others never seem to get going. The challenge from the game designer’s side is to properly grow the mechanics and test the player on their use. I also talked about general vs. unique mechanics and how much you can get out of them.

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For my first Dissecting Design video, we’re looking at the rise,fall and rise of Diablo 3. I talked about what the game did different from the start, the problems that the auction house (allegedly) caused. From there, Blizzard did turn things around with 1.04 and then the changes by Reaper of Souls. I also talked about where I feel Diablo 3 is still suffering in terms of content and what they could improve with patches and the next expansion.

Let me know what you think about this new video series and if you have any suggestions for titles worthy of being dissected; either good or bad games.

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