Forager is another great example of the creativity of the Indie space and how a great idea can go places. Originally a game jam game, it grew into a full-fledged title that was released last month and is still being updated. Today’s post isn’t going to be a review of the game — as it’s amazing — but discussing how the game is one of the best examples of the right kind of grinding in a videogame.
Leveling has been an essential part of game design and progression since the origins of RPG design. However, I’m finding that modern games are missing the point on leveling design, and I wanted to share my thoughts on how we may have outgrown the original use of leveling.
With the final sword slash struck, I can add Sekiro Shadow’s Die Twice to my catalog of From Software games beaten. Of the titles released by them, this one has been the most polarizing to talk about: between discussions on difficulty, to the very design and whether it’s as good as people were saying.
I’ve already written a lengthy piece discussing the overall nature of the game which people have disagreed with, but for this one, I want to talk explicitly about the combat engine, and why whether you love or hate Sekiro, the combat is objectively broken.
Collecting things is one of the most basic impulses we have in all walks of life. Collecting stickers, stamps, videogames, and many more. Game designers have used that allure to keep players invested in getting that special “100% completion” mark on their games. Despite how simple this addiction can be, it’s still hard for designers to come up with meaningful ways to get us to waste our time.