Everybody likes to talk about win states and rewarding the player for playing their game, but there are very few talks on the punishment for failing or fail states. As game design has evolved over the years, so has the different ways to fail a game. For today’s post, we’re going to look at the hierarchy of fail states, and how there is more than one way for the player to feel the sting of failure.
This week’s Dissecting Design went back to look at the first person fighting game Zeno Clash. An interesting mix of crazy visuals and beat downs.
1:17 — Basic Gameplay
9:32 — Advanced Gameplay and Fighting
14:51 — The Limitations of the Gameplay
23:01 — The Challenge Mode and Final Thoughts
For a special livecast, I spoke with noted Game Economist Ramin Shokrizade about the subject of monetization in the game industry. We had a lengthy chat about microtransactions and their implementation in games today. We also spoke about pay to win design, and the ways of designing ethical monetization.
In the past we’ve talked about all manner of tutorial design and philosophy on Game-Wisdom. Such as: The elements of a good video game tutorial, how to structure it and so on. For today, we’re going to set all that aside and talk about one simple fact that many indie developers still haven’t grasped: Every game needs a tutorial.