How Punishment Systems Hurt Game Design
"There are always more interesting ways to affect the experience instead of just punishing the player."
Epic is in the news regarding the amount of crunch and work that goes into keeping Fortnite going, but we’re going to talk about why this is a losing battle for content.
With the final sword slash struck, I can add Sekiro Shadow’s Die Twice to my catalog of From Software games beaten. Of the titles released by them, this one has been the most polarizing to talk about: between discussions on difficulty, to the very design and whether it’s as good as people were saying.
I’ve already written a lengthy piece discussing the overall nature of the game which people have disagreed with, but for this one, I want to talk explicitly about the combat engine, and why whether you love or hate Sekiro, the combat is objectively broken.
I’m doing some feature pieces for Superjump Magazine over on Medium. For this first one, I spoke about how important the core gameplay loop is to your game, and what happens when it goes wrong.
A first look video I made on the game Forager now that it is out of Early Access.