Time means a lot to us, and is something that should never be wasted; all the more so when we’re talking about our leisure activities. With video games, it is a never-ending challenge to keep people engaged; sometimes when they are supposed to be doing something else.
We’ve talked about grinding before and how it can kill someone’s interest in playing, but we’re going to talk about the next step tonight. It’s time to talk about “Dead Time,” and how a game really grinds to a halt. Read more…
For this week’s Dissecting Design, we’re talking about Nioh. Despite Team Ninja’s background in action design, Nioh features a lot of elements from ARPG games; for better and worse.
0:00 — Intro
0:37 — Basic Gameplay
17:10 — Nioh’s ARPG Design and Itemization
31:23 — Nioh’s Difficulty Imbalance
58:05 — Final Thoughts
This is the recorded chat I had with Stellar Jockey’s Hugh Monahan on the development and post release support of Brigador.
We discussed the challenge of designing Brigador, and what happened after the game did not do well after launch. Hugh and I talked about indie development and so much more, thanks to the chat.
We’ve talked about feedback loops before and how powerful they are to motivate someone to keep playing a game. Given their popularity, the F2P genre has been making use of their own feedback loop to ensnare people into spending money. For today’s post, we’re going to talk about why this works and the harm it can do to game balance.