For this week’s Dissecting Design, we’re going back to look at the dungeon management sim genre of Dungeon Keeper 2. Combining multiple genres, the game falls into the master of none category.

  • 0:00 — Intro
  • 2:05 — Basic Gameplay
  • 11:30 — Advanced Gameplay
  • 40:33 — Problems With the Design
  • 48:46 — Outro
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It’s a busy week for livestreaming here on Game-Wisdom. Tomorrow, I’ll be doing a livecast with Jon Shafter about At the Gates around 1 pm on the Game-Wisdom YouTube channel, and the length will determine if I have a written post up later that day.

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For this week’s cast, I spoke with game designer and owner of the YouTube channel Game Dev Underground Tim Ruswick. Our focus was answering questions for first time game developers and students interested in the industry.

We didn’t have a structure for the cast, as it was more of a Q&A with the fans watching. If you liked this, I’m going to try and do more of them in the future with different guests.

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BOTW 3

The Legend of Zelda franchise is all about a cycle of storytelling and gameplay. There’s always Link the hero, Zelda the princess, and Ganon the bad guy. Each game gives us a lengthy adventure of dungeons, tutorials, and an annoying partner that tells us where to go. Breath of the Wild is perhaps the most drastic departure in terms of design we’ve seen from a first party Nintendo game yet, and delivered the first amazing game for the Nintendo Switch. If it wasn’t for a few nagging points, this could very well be one of my top 10 games of all time.

Read more…

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