If there’s one point that continues to come up when it comes to working in the Game Industry it would have to be crunch. Recently, Rockstar Studios had a bad time in the press talking about the company working 100 hour weeks to get Red Dead Redemption 2 finished. The use of crunch is a polarizing topic depending on who you talk to, and presents a tough conversation.
For today’s topic, we’re going to dig a little deeper into personalization options in video games. What started out as simple texture changes has become a major part of allowing players to define their characters.
Both the stealth and horror genres occupy a specific niche in game design and sometimes are a part of the same design. They are also both very hard to get right in terms of getting the right feelings out of the player. For today, I want to examine how stealth game design has bounced between three different schools of making the player feel powerful or weak.
Devil May Cry 5 is poised to join the “popular” list of AAA games that feature microtransactions that allow players to speed through the game. It was announced this week that Capcom will let players spend real money to acquire more in-game resources. Every time this comes up, developers will talk about wanting to give players freedom of choice, but this discussion always ends up looking badly on the game.