Random or procedurally generated elements in game design have become a popular mechanic to add replayability and depth to games these days. Keeping the player guessing is a great way to keep them coming back, and we see this a lot in the rogue-like genre. However, randomness does come at a price and can cause problems of its own that I want to talk about.
Video game development is all about an iterative process of building a game’s design and mechanics bit by bit to create an amazing experience, and this also applies across games in a series. While many gamers have decried the phenomenon of “sequelitis,” or when developers constantly put out sequels, their actual implementation is important and a part of what has led to some of the best games around.
Digital goods have been becoming less virtual and more about real money over the years. Starting with Team Fortress 2, the ability to buy and sell virtual items was innocent enough at the time. Lately, it’s become a big deal and a huge moneymaker; with a huge scandal involving Counterstrike GO skins and gambling.
It’s no longer simply about fun and games, but gambling and real money at stake. And this presents today’s topic: Should video games be set up for economy systems?
If you’ve been living off the grid lately, you most likely missed the takeover of Pokémon in the US (and soon, the world). Last week, Pokémon Go was released on mobile devices and things have not been the same since. Pokémon already became a global hit once, and this time, things are looking to go even further. What makes this so interesting to examine is how the mobile platform is helping the takeover.