Darkest Dungeon

Difficulty design in video games can be hard to get right. Getting the difficulty to be right for newcomers and expert players can be a never-ending job. For today’s post, I want to focus on when the progression models of a game don’t work to keep the player engaged.

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We’re getting deep on today’s Critical Thought, as we’re talking about asymmetrical design and what it means to balance it. When every option is different, it becomes a lot more complicated to balance. I talked about the 50/50 rule that designers like to use, and why it’s not practical.

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For this week’s Dissecting Design, we’re talking persistence systems in game design. Using Gemcraft 2 as an example, I talked about how persistence can add to a game’s design and replayability. While it’s not a perfect solution, it can go a long way towards keeping people playing a game.

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game-wisdom-podcast-promo

This week’s cast was an amazing discussion with Michel Sabbagh on the topic of immersion in games and the evolution of emergent game design.

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