If you’ve read or listened to any critical examination of ARPG design, you should have heard the term “loot table” thrown around. A loot table both determines the probability and attributes of an item and is an important concept both for regular ARPG game design and understanding how game mechanics and systems work.
Years of playing difficult games have left me somewhat of a masochist and another hobby of mine is watching bad movies and one genre that I like to watch out of a morbid sense of curiosity are the young adult fantasy novel translations. Stuff like The Mortal Instruments, The Hunger Games and so on, with the help of fast forward course. And one area where all these movies suffer in their narrative from is poor world building and is an area where video games fall flat as well.
Stealth game design has evolved considerably from the days of Metal Gear Solid, Thief and Splinter Cell. And depending on who you talk to, could have gotten better or worse over time. The problem is that the concept of stealth is different depending on the designer and fan in question. And for Payday 2, the definition has fluctuated for better and for worse since the release.
Yesterday I joked about the Oculus Rift now being owned by Facebook means the end of the world. But looking around some forums, the Oculus Rift may not be the only thing that has had its consumer confidence shaken. We’ve been talking about for months if kickstarter and crowdfunding will remain viable in the future, but could this be the death blow for bigger projects?