Is Loot Box Regulation Good For the Game Industry
"I want to talk about how I would design restrictions for the use of loot boxes in games."
Both Anodyne and Anodyne 2 appear to have the trappings of the standard “indie game”: whether it is copying the isometric perspective of 8-bit titles to a basic 3D platformer. Dig a little deeper, and you’ll find a game that can be charming, disturbing; and is one of the best embodiments of the mantra of indie development — creating the game you want to make.
For this cast, I spoke with game designer Martin Nerurkar of Sharkbomb Studios to talk about the development of Nowhere Prophet. We spoke about his background and what it was like to spend five years designing such a mechanically unique roguelike.
A first look video on Dreamscaper currently on Kickstarter.
In the past decade I have played many roguelites, roguelikes, rogue-lites, and any other term that uses “like” in it. The roguelike genre has become famous thanks to indie devs who are able to experiment with procedural and random generation at an easier scale compared to AAA development. That was until I played Prey Mooncrash that without really advertising it, Arkane Studios created the first roguelike from a AAA studio, and it shows both the highs and lows surrounding it.