This week, Ken was out sick and I was joined by returning guest from Artizens: Charles Amis. We discussed the recent Phil Fish incident and journalistic integrity in general. Also we discussed the kickstarter fiasco of The Doom That Came to Atlantic City.
Lastly to lighten things up I talked with Charles about the progress on Artizens which continues to sound amazing. After this cast was recorded more information broke about The Doom That Came to Atlantic City that the game was picked up by a board game company and the designer and artist will hopefully be ok. Also I had a slip of the tongue and confused Famitsu with Kotaku and apologized there.
As video games began to offer players the ability to affect the story, one of the most used mechanics in game design was a morality slider: allowing players to determine how good/evil their character was.
While popular, it is a mechanic that I’m not a fan of for several reasons which we’re going to talk about here, along with several series that handled morality better.
The 2D platformer genre is one of the purest when it comes to game difficulty thanks to a complete reliance on player skill above all else and in return the genre features a huge variety of difficulty. From simple casual titles, to Super Meat Boy and I Wanna Be The Guy.
With Giana Sisters, people complained that the difficulty of the game was over the top, but having played it, the difficulty wasn’t the problem for me.
One of the basic fundamental conditions of a game is that there must be win and lose conditions. Failure is something that we all strive to avoid yet it is a necessary part of both game design and life.
However, different game designs have different types of failure that can affect just how frustrating it is and the chance that people will keep playing.