Rimworld (4)

One of the lofty goals of designing games is creating a game that doesn’t get stale; we’ve talked about this before in terms of “infinite replayability.” The problem is that no matter how many situations you come up with, they still need to be presented correctly. For today’s post, we’re going to talk about the use of “events” and event driven game design and how they can shake things up.

Read more…

Posted By
0
kidicarusjoystiq

Today’s post looks at a rarely used form of difficulty design in the form of sculptable difficulty. We have seen games with the option to alter the difficulty during play, but sculptable difficulty takes things further and allows the player to create the challenge they’re looking for.

Read more…

Posted By
1
CandyCrushSagaCnet

I was reading a Gamasutra piece by a friend of mine regarding the use of frustration in the form of “fun pain.” This is the way that many F2P games have made their money and is definitely not on the good side of monetization. I want to talk about this more and how the practice goes against the point of game design.

Read more…

Posted By
0
SuperMario3dworldgamefreaks

Normally my posts inspire critical thought pieces on the Game-Wisdom YouTube channel, but we have the reverse today. Thinking about game progression and what keeps people going, I want to talk about the high mark that all game designers should strive for when designing their games.

Read more…

Posted By
0
Return to Top ▲Return to Top ▲