A fan question regarding flight sims turned into a mini discussion about niche video games and why just because you can make whatever you want doesn’t mean it’s going to sell well.

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Immersive sims are considered one of the highest forms of game design, but what exactly makes a game an immersive sim in the first place?

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macgyver

Puzzle design is a topic that hits a lot of aspects of game design. From the days of Zork to modern adventure games, there is a lot to this discussion. Trying to drill down what makes a puzzle work vs. those that are just frustrating can be difficult. For this post, we’re going to look at three essential questions that should be the basis for any puzzles.

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CookieClicker

I have officially hit my limit of playing Graveyard Keeper following my review of the game. Despite the game’s design around constant tasks and progression, the developers have messed up on one of the basic tenets of a progression curve and motivating the player. Getting the progression model of your game right is up there with settling on your core gameplay loop as vital elements of designing a game.

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