Today’s Critical Thought looks at the balance between complexity and the player’s experience. Ultimately, the player’s experience must drive the game, and that creates a perception about the game. It doesn’t matter how deep or complex your game or its development is if the player doesn’t experience.
For this special livecast, I hung out with tabletop game designer John Brieger to talk about the importance of playtesting and the user experience.
Edmund Mcmillen is no stranger to challenging and weird games. Super Meat Boy was one of the most skill-intensive platformers released in some time and it would be easy to think that it would be the apex of platformers. However, Edmund is back with Tyler Glaiel with The End is nigh, and I think they’ve managed to top our favorite meat boy, but that’s not necessarily a good thing.
Video game length can be one of the hardest aspects to nail down when it comes to fine tuning a game concept. It’s difficult to figure out just how long you can make a game with your given systems. Some titles feel too short, while others become a slog to play. For today’s post, I want to talk about a trend I see with Indie games and the use of “lunch break game design.”